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Characteristics of 18fl war¬ 
lords have been simulated 
based on the renowned 
text of SanquozM Yanyi, 
Even 20th century 
strategists are destined lo 
Spend hours,, even days on 
each game. And when you 
take a break to philosophize 
on your next action (if you 
can pull yourself away) you 


I toull use every 
strategic cell in your 
brain to fulfill your 
constant requirements 
for weapons, food and 
manpower. You'll give 
important commands 
that could mean your 
life, and the life of 
your armies. Anti in 
true Chinese tradition, 
youl! engage in battle 
again and again to defend 
your honor. An honor 
certified by an oath signed 
in blood. 

When all is said and 
done, there will be room 
for only one Emperor 
Whether or not that will 
be you is your destiny 


^ t ^^4 > ver mm 

years ago many of the 
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end all wars. 

The country was 
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This full scale, 1 yfii ’ 
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System will put Jp f 1 
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war - . . ^8 

The action is m.-., 

as real as It gets 
thanks to the discovery 
of authentic documents 
detailing the era. \ 


can actually save up to 

- three histories exactly 
| where you've left off. 

S Tou can put yourself 
f' \ in the place of liu Bei, 
^ dedicated to raising an 
V army for the restoration 
| of the dynasty Or Gttan 
Yu, an exceptionally 
skilled warrior, 
mate hfora 
thousand M 
I soldiers and ■ 
wjjSiy worshipped M* 
as a god 

minim, 

tbthfal matter who ?■ 
you are, it 

wiil be hard to win the fl 
war against Zhang Jao, 1 
the deadly leader of 

- the Yellow Searvc 
rebels and founder of 
theTai PEng sect. Not to 
mention the mowt feared 


Conquering 
this game 
will take you 
centuries, 













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Publisher 
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Editor 

Roger E. Moore 


Fiction editor 
Barbara G. Young 


Assistant editor 
Dale A. Donovan 


Art director 
Larry W. Smith 


Production staff 
Gaye O'Keefe Angelika Lokotz 
Tracey Zamagne 


Subscriptions 
Janet L. Winters 


U.S. advertising 
Roseann Schnering 


U.K. correspondent 
and U.K. advertising 
Sue Lilley 


Issue # 164 
Vol. XV, No. 7 
December 1990 


ON'CEN'CS 


9 

10 

14 

18 

26 

41 
4 7 
58 

65 

72 

80 

90 

104 


Special attractions 
Return to the Orient 

Flying Feet and Lightning Hands — Len Carpenter 

Add scissors kicks and double-fist punches to your martial-arts 

repertoire. 

Things Your Sensei Never Taught You — Rudy Thauberger 
Create a martial-arts style that will really knock 'em out! 

Bonds of Brotherhood — Tom Griffith 

Monks can break boards, but can they change the world? If they work 
together, yes. 

Born to Defend — Joseph R. Ravitts 

The piao shih: a guardian character for Oriental AD&D® games. 


Other features 

The Voyage of the Princess Ark — Bruce A. Heard 
The Princess comes home—but 34 years too late. 

The Role of Computers — Hartley, Patricia, and Kirk Lesser 
Mega Traveller 1 opens the doors to the role-playing galaxy. 

Arcane Lore — Ed Greenwood 

Pages From the Mages, part VI: in which Elminster reinvents the 
flying boat. 

Role-playing Reviews — Jim Bambra 

Forget humans, elves, and dwarves: Role-play trolls, centaurs, 

sphinxes, and giants instead! 

The Mechanics of the Iron Cobra — Spike Y. Jones 
A devoted machine always follows its last order, no matter who gives it. 

“What has he got in his pocketses, anyway?” — Ed Greenwood 
Have your thief find adventure in the next pocket he picks. 

Novel Ideas — Theresa Hickey 

A new trilogy about a man, his army, and the fall of the civilized 
world. 

Through the Looking Glass — Robert Bigelow 

Should the possession of lead miniatures be a crime? It might be soon! 


Departments 

5 Letters 36 Forum 94 Dragonmirth 

6 Editorial 84 Convention Calendar 96 Twilight Empire 

32 Sage Advice 86 TSR Previews 100 Gamers Guide 


COVER 

Teenage swamp-dwelling ninja zombies—who could ask for more? Jim Holloway 
leads us off on another Oriental adventure with a cover painting that was turned in 
so quickly, he couldn't think of a name for it. We like it anyway. We were informed 
that the clothing and weapons in this scene are in authentic styles (down to the 
eyepatch), so Jim did his homework as usual. 


4 DECEMBER 1990 












What did you think of this issue? Do you have 
a question about an article or have an idea for a 
new feature you’d like to see? In the United 
States and Canada, write to: Letters, DRAGON® 
Magazine, P.O. Box 111, Lake Geneva WI 53147, 
U.SA. In Europe, write to: Letters, DRAGON 
Magazine, TSR Ltd., 120 Church End, Cherry 
Hinton, Cambridge CB1 3LD, United Kingdom. 

No, we are not... 

Dear Sirs and Madames, 

I would like to introduce myself as a second- 
year student at Winnipeg Bible College. I’m 
taking a course called World Religions n. In this 
course, an assignment is to compile a file of the 
different religions of North America. 

Since your organization belongs to this cate¬ 
gory, I hope that you will see fit to send me 
some literature, brochures, or other informa¬ 
tion about your organization. . . . Thank you for 
your aid in completing this assignment and 
helping me to broaden my knowledge about this 
very essential aspect of life. 

Name withheld by editor 
Winnipeg Bible College 
Otterburne, Manitoba 

In late September and early October of this 
year, I found in my stack of mail five different 
letters from Bible college students in Manitoba; 
each was much like the above letter, asking for 
information on "your particular religious organi¬ 
zation" (i.e., TSR, Inc.). I've received a letter like 
the above in the past, from someone who was 
taking a course on world religions at some 
unidentified school. This was the first big flood 
of such requests, however, in recent memory 

I've responded to all of the Manitoba students 
in writing, and here I'd like to repeat some of 
what I said to them: 

I read your request for information with great 
interest and some confusion, amusement, and 
anger. I haven't the vaguest idea of how TSR, 

Inc. came to be known as a religious organiza¬ 
tion, and I find the idea both silly and irksome. 
But I can set you straight on some basic facts, at 
least as I see them. 

TSR, Inc. is a company devoted to producing 
games, books, and otlter entertainment 
products. This company does not advocate any 
particular religious belief. Its sole purpose is to 
create recreational materials to make money. If 
you were to spend a few minutes investigating 
TSR's product line, you would be certain to 
come to exactly the same conclusion. 

I strongly believe that you should investigate 
your own sources of information as to what 
TSR, Inc.'s purpose is. I assume that, as stu¬ 
dents, your goals in life are to investigate, to 
learn, to understand, and to take your discov¬ 
eries and apply that knowledge to your own 
lives. If you do decide to find out why TSR, Inc. 
is listed as a "religion" in whatever resource you 
are using, please inform me of the results. I 
would greatly appreciate hearing from you. We 
all may benefit from learning the truth. 


Get some class! 

Dear Dragon: 

I may have been reading DRAGON Magazine 
for only a couple of issues, but can I ask this: 
Where are the scenarios? Additional character 
classes? Campaign cities and countries? We don’t 
all have huge, long-running campaigns. If you 
say you don’t have the space, I’m sure you’d find 
a few things to get rid of. If not, I don’t mind 
paying more. The usual reply to that is: “Get 
another magazine!” but I like the interesting 
articles and short stories in DRAGON Magazine. 

I just think that if you add some of these things, 
you would make your magazine even better. 

Paul C. M. Wilson 
Alloway, Ayr, Great Britain 

We publish scenarios for the AD&D® and 
D&D® games in DUNGEON® Adventures, our 
bimonthly module magazine; see the advertise¬ 
ment and subscription card in this issue for 
details on ordering it. We don't have a lot of 
room to publish all-new campaign cities and 
countries in DRAGON Magazine (DUNGEON 
Adventures often has those, however). 

However, as for new cltaracter classes, we can 
certainly help you out. We ran a list of all of the 
unusual AD&D 1st Edition game character 
classes published in this magazine in "Letters" in 
issue #161, and we even had another new class 
in that issue: the scout. 

If anyone is interested in creating a new 
character class for the AD&D 1st Edition game 
for publication, please keep the following guide¬ 
lines in mind: 

1. The class must make sense, and there 
should be a good reason for it to exist within a 
campaign setting. Give a solid background that 
tells how the class came about (making the text 
generic enough to be used in almost any cam¬ 
paign world), and make the background and 
class explanations logical and clear. If the class's 
functions could be duplicated by an existing 
character class with a few spells and skills, then 
it is redundant. 

2. The class should be complete. Make sure 
the class description covers these areas: permit¬ 
ted races and alignments; level limits; limits on 
primary characteristics (strength, intelligence, 
etc., including ability scores required for bo¬ 
nuses to experience points, if allowed); allowa¬ 
ble armor, shields, weapons (including oil and 
poison), and magical items; combat information 
(to-hit and saving-throw tables used, attacks per 
round, and weapons proficiency data); non¬ 
weapon proficiency data (including special 
nonmagical skills); henchmen and hirelings; an 
experience-point table covering level titles, hit 
dice, level limits, spell use, etc.; all spells cast 
(with new spells explained); and all other special 
tables, charts, and class information as required. 
Magical powers, new abilities and disabilities, 
unique magical items used, and role-playing 
notes should also be present. 

Continued on page 7 


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ISSN 0279-6848 


DRAGON 5 









Editorial 


What you are 
in the dark* 

Most people are content to play an 
AD&D® or D&D® game and enjoy it with¬ 
out fiddling with that sense of enjoyment, 
but once in a while someone will get the 
urge to so fiddle, and will start to ask 
questions like, "Why does Bob play only 
halflings?" "Why does Jane like to play 
male characters so much?" "What's Pete's 
thing about thieves?" 

What the questioner hopes to learn are 
all the deep, dark secrets that make up 
Bob, Jane, and Pete's personalities, that 
explain why they prefer playing certain 
fantasy character types. Does Bob have a 
weak or childlike self image? Does Jane 
have sex-role confusion? Is Pete actually 
an untrustworthy guy? 

I've played this little mind game on nu¬ 
merous occasions, and after years of infor¬ 
mal research I can report that I am a 
terrible guesser at people's real motives in 
doing almost anything. People very often 
do have specific reasons for playing cer¬ 
tain character types—but if you're fishing 
for deep, dark secrets, you're going to be 
frequently disappointed. 

People play the roles that they find most 
comfortable. Certain aspects of these roles 
appeal to them a lot, and the connections 
may be interesting but they are hardly 
deep and dark. Some people choose roles 
because those roles offer challenges, like 
turning a halfling into a dangerous fighter, 
or a thief into a skilled survivalist. Some 
choose roles for even more basic reasons 
related to game mechanics or mood 
quirks. 

For example, I like playing fighters but 
dislike wizards. My reasons are pretty 
simple: I find wizards to be too compli¬ 
cated to play. I can never keep track of all 
their spells nor remember how best to use 
them in different situations. Fighters, on 
the other hand, are uncomplicated and 
direct. I like intelligent fighters who im¬ 
provise attacks and defenses using basic 
weapons and materials, but who carry 
little magical or spell-casting equipment. 

(In fact, if I play a cleric, I play him exactly 
like a fighter, using his spells as an after¬ 
thought or as combat support). Humans 
and half-ogres are my favorite races be¬ 
cause they fight so well; Vikings are my 
favorite character culture for similar 
reasons. 

I also like gnomes, who quickly de¬ 


velop exaggerated, comic personalities. If 
I'm in the mood to be obnoxious and silly 
during a game. I'll run a gnome like 
Cyragnome DeBergerac, who insults ev¬ 
eryone and speaks with a horrible French 
accent (courtesy of Monty Python and the 
Holy Grail), or Bluto Arglebargle Dorfman 
III (actually a dwarf, but who cares), who 
is modelled somewhat on John Belushi's 
character in Animal House. 

Anyone who knows me knows that I am 
not a fighter in real life; I was in the Army 


for five years, but as a mental-health coun¬ 
selor. I keep in good shape at a local YMCA 
but am not remarkably strong, and I don't 
keep weapons of any kind. As a general 
rule. I'm also not especially disruptive or 
obnoxious (nor short like a gnome). But I 
love the chance to be someone that I am 
not, and role-playing games give me that 
chance. 

I know many other people who feel the 
same way. One friend of mine, a doctor 
and fantasy writer, loves playing thieves; 



6 DECEMBER 1990 









she is also one of the most scrupulously 
honest and trustworthy people I know. 
Another friend, a military officer, played 
halfling thieves because they could get 
away with so much by being cute (this 
seems to be a major rationale for playing 
halfling thieves, at least in my experience). 
The few people I recall who played rigid, 
hard-driving, no-nonsense paladins were 
fairly relaxed (and even carefree) in their 
day-to-day lives. I've heard that some 
people are attracted to kender from the 
DRAGONLANCE® saga for their disruptive 
and thrill-seeking characteristics, and I 
imagine that these people (whom you 
would dearly love to throttle during an 
adventure) are probably fairly placid oth¬ 
erwise. (If they aren't, they should be 
shot.) 

Playing opposite-sex characters is fun 
for the same reason: You can be someone 
you are not. I've noticed that many 
opposite-sex characters have high cha¬ 
risma and comeliness scores, so maybe 
something else is at work here—but I'm 
the last one who would know about that. 

There are similarities between charac¬ 
ters and players, of course—how could 
there not be?— and these are interesting as 
well. I'm not as disruptive as Cyragnome 
DeBergerac, but I love to keep people 
amused and entertained, as does he. The 
halfling character of the military officer 
quickly took on leadership and command 


responsibilities in the bogus religious 
organization he had started. Some paladin 
players have struck me as unusually moti¬ 
vated and dedicated to their jobs, and the 
doctor/writer enjoys doses of excitement 
in her life, much like her adventurous 
thieves. 

The pages of "Forum" have seen numer¬ 
ous battles over why evil characters are 
good or bad for you; I suspect that, again, 
many people love playing evil characters 
because it's a chance to take on roles that 
the players are not normally like. Many 
otherwise "lawful" people also prefer 
chaotic characters for the chance to break 
rules and be unrestricted. 

What character types do you like best, 
and why do you like them? What charac¬ 
ter types do you dislike most, and why? 
Maybe this would be a good topic for the 
"Forum" column. Get out your typewriter 
or pen, and let's see what character type 
makes a role-playing game click for you. 
(Non-fantasy entries are welcome, too.) 



* From the saying, "Character is what you are in 
the dark" (courtesy of Dr. Emilio Lizardo, The 
Adventures of Buckaroo Banzai). 


Letters 

Continued from page 5 


3. The class should be balanced for game play 
if it is meant to be a player clmracter class, 
though as an NPC class it might be particularly 
dangerous (as were the berserker, death master, 
ninja, and witch) or weak (as were the scribe 
and astrologer). Playtest the class as often as 
possible to work out any unclear or poor¬ 
playing areas. 

4. The class should be reasonably simple and 
preferably short, coming to about 20 typed, 
double-spaced pages at most. In our experience, 
spell-casting classes are of necessity longer than 
others as they include descriptions of new 
spells, which is still a point against them (we 
don't have a lot of space to use per article). 

We've seen a lot ofAD&D 1st Edition game 
character classes in our time, but we are still 
open to printing more; they are quite popular, 
as our mail indicates. 

We are also open to new AD&D 2nd Edition 
game character kits, as per the four-part Com¬ 
plete Handbook series for the four major 
classes. We leave it to you, the readers, to use 
your creativity and surprise us all. 


a 


THE RE-LAUNCHING OF 



AZING 


STORIES 


The world's oldest science 
fiction magazine ... 

BEGINS IN MAY 1991 


DRAGON 7 







Fill out and mail the subscription card in this issue. 


if the card Is missing, write to: 

s Lihscr f p tl ons: tsr Ltd. su bscr Ipt Ions 

D RACON tMagazsne 120 church End 

RO. Box 111 Cherry Hinton 

Lake Geneva, wi 53147 Cambridge cbi 3L0 
united Kingdom 



DRAGON FS 3 tidemark Of TSR, IfiC. 1990 TSR, Inc. All Rights deserved. 

















M*Cfk by Barry Oftm 



□n^j&ON 9 
































Flying Feet and 
Lightning Hands 

Special maneuvers for Oriental Adventures martial arts 


by Len Carpenter 

The martial-arts system is one of the 
finest features of the AD&D® 1st Edition 
Oriental Adventures book, but it can still 
benefit from more variety. Presented 
herein are new special maneuvers that 
may be introduced into martial-arts styles 
in the campaign. 

Some of these new maneuvers expand 
existing categories into more advanced 
special maneuvers, such as the Scissors 
Kick and Crushing Drop. A second mental 
and physical training category is added to 
give the DM more choices in the maneu¬ 
vers that may make up a martial style. 
Three of the new special maneuvers pre¬ 
sented here were mentioned in previous 
articles on the sumo wrestler and new 
martial-arts styles for the AD&D game: 
Crushing Hug (issue #157, page 351, Arrow 
Cutting (issue #127, page 55), and Flowing 
Water (issue #127, page 50). They are 
repeated here in the list of new special 
maneuvers for easy reference. 


These new special maneuvers should be 
introduced into the campaign gradually, 
especially the more advanced maneuvers. 
Some of these new maneuvers may be 
tacked onto existing styles, and others may 
be used to form new martial styles in the 
campaign. Others might be cherished 
techniques jealously guarded by martial- 
arts masters who are reluctant to pass 
them on to player-character students. 

Sumo wrestlers will certainly not be keen 
on teaching the Crushing Hug maneuver 
to non-sumotori. 

New special maneuvers should not be 
made available to PCs without careful 
consideration by the DM. Some special 
maneuvers are best suited for NPC martial 
artists. A PC's first experience with a new 
maneuver should often be at the hands — 
or feet—of an NPC antagonist. These ma¬ 
neuvers may add new thrills to an Oriental 
campaign without being toys for player 
characters to exploit. 

Below are the new special maneuvers, 
followed by an explanation of each maneu¬ 


ver. The list continues the information 
given in Table 70, on page 103 of Oriental 
Adventures. 

Kick 

4. Scissors Kick (hard/soft) 

Lock 

5. Crushing Hug (hard) 

Strike 

4. Double-fist Punch (hard/soft) 

Throw 

5. Crushing Drop (hard) 

Weapon 

4. Arrow Cutting (soft) 

5. Throwing Mastery (hard/soft) 

Mental and Physical Training 

7. Slowed Aging (soft) 

Mental and Physical Training II (new) 

1. Light Step (soft) 

2. Controlled Breathing (soft) 

3. Pause and Silence (hard/soft) 

4. Quick Strike (hard/soft) 

5. Flowing Water (soft) 

6. Resuscitation (soft) 

7. Suppressed Desire (soft) 


DRAGON 1 1 


Scissors Kick: This extremely difficult 
kick enables a martial artist to leap up¬ 
ward and deliver powerful head or upper- 
body kicks to two separate targets 
simultaneously. The two targets must be 
within 6' of each other for both targets to 
be attacked. Each attack is made at -2 to 
hit. A successful kick does normal martial- 
arts damage. If the attacker misses both 
targets, he loses his next melee attack 
while he tries to regain his footing and 
balance. This maneuver works well with 
styles similar to tae kwan do. 

Crushing Hug: This maneuver is used 
primarily by sumo wrestlers but may be 
permitted for other martial-arts styles if 
the DM so decides. This maneuver is a 
powerful bear-hug hold that inflicts 3-30 
hp damage per round until the victim is 
slain or breaks free. The held character 
may break the hold by making a success¬ 
ful to-hit roll at -4. An unsuccessful 
Crushing Hug results in a -4 penalty to 
the martial artist's next attack roll. The 
martial artist employing the hold must be 
strong and massive, having a minimum 
strength of 16 and a minimum weight of 
250 lbs. 

Double-Fist Punch: This strike is a 
two-fisted attack aimed to land simultane¬ 
ous blows to two separate targets on a 
single opponent. Each such punch is deliv¬ 
ered at -1 to hit on its attack roll. Each 
punch that lands scores normal damage. If 
both blows land, then the defender must 
save vs. paralyzation roll at -4 or else 
suffer a stun or incapacitation result as 
explained on page 105 of Oriental Adven¬ 
tures, as if the martial artist rolled a natu¬ 
ral 20 on an attack. After the -4 penalty 
is applied to the saving throw, the result is 
compared to the hit dice or level of the 
defender to see if a stun or incapacitation 
is the result of the failed save. If the result 
is a stun, the defender is stunned for 2-12 
rounds. If the result is incapacitation, the 
character is incapacitated for 1-3 hours. 

If the Double-Fist Punch is aimed at the 
opponent's head and torso, the maneuver 
is called a U-Punch or Parallel Punch. If 
the blows are aimed at the front and back 
of the opponent, the maneuver is known 
as a Scissors Punch. 

Crushing Drop: With this throw, 
instead of just throwing the opponent a 


certain distance, the opponent is dropped 
to the ground, head and shoulders first, 
with crushing force. On a successful at¬ 
tack roll, the foe is thrown 1-2' away from 
the thrower. The thrown character suffers 
double damage from the drop, and, unless 
a save vs. paralyzation roll is made, the 
character is knocked unconscious for 2-8 
rounds. If the attack is unsuccessful, the 
attacker is instead thrown to the ground 
and automatically loses initiative for the 
next round while he regains his feet. 

Arrow Cutting: This maneuver is 
similar to the Missile Deflection (Move¬ 
ment 4) maneuver, but the art of Arrow 
Cutting requires the use of a martial-arts 
weapon to block or deflect missile attacks. 
If the martial artist attempts to block a 
missile attack without the use of a martial- 
arts weapon he has studied, the attempt is 
made at -4 on the saving throw. Monks 
automatically possess this skill as part of 
their Missile Deflection ability. 

Missile weapons caught or trapped by 
the martial artist's weapon may often be 
used by the character. A blocked shuriken 
may be pried free from a bo stick and 
thrown back at the attacker, or a spear 
may be caught in the chain of a nunchaku 
and saved for future use. One melee 
round must be spent in prying free any 
missile weapon caught in the martial-arts 
weapon. 

Throwing Mastery: This demanding 
skill enables the character to throw a 
martial-arts weapon not normally consid¬ 
ered a missile weapon. The weapons that 
may be thrown with this skill are: fang, 
jitte, jo stick, kiseru, nunchaku, sai, 
siangkam, and tonfa. All such weapons 
have the same range as a thrown dagger. 
The weapon does normal damage when it 
strikes. A master of this art may throw a 
sai with the ability of a skilled knife- 
thrower, or toss a bo stick like a light club. 

Slowed Aging: Through various exer¬ 
cises and exotic breathing techniques, the 
character slows down his own aging proc¬ 
ess as if he were wearing a phylactery of 
long years. 

Light Step: The martial artist possess¬ 
ing this ability is able to walk with a 
feather-light step. When moving at one- 
half his normal movement rate, the mar¬ 
tial artist is able to walk with the effect of 


a pass without trace spell. 

Controlled Breathing: The martial 
artist has studied intensive breathing 
exercises that allow him to relax his mind 
and body and moderate his body's other 
functions. The martial artist gains a +2 
bonus to save vs. all forms of fear. The 
martial artist also acts as if under the 
effect of a permanent endure cold/heat 
spell because the technique enables him to 
moderate his body temperature. 

Pause and Silence: When using this 
skill, the martial artist gives up one 
martial-arts attack to pause and study his 
opponent. The martial artist makes an 
ordinary attack roll; success indicates the 
martial artist has found a weakness in his 
opponent's style and thus gains a +1 
bonus on all attack rolls against that par¬ 
ticular opponent for the duration of the 
melee. Failing the Pause and Silence attack 
roll bestows no penalty other than the loss 
of a melee attack. The character may 
perform this maneuver as many times as 
he wishes, but once the weakness is found 
in the opponent's style, repeated attempts 
do not improve the attack bonus above 
+1. If the same opponent is fought again 
in a different melee, the +1 bonus is not 
gained automatically. The Pause and Si¬ 
lence maneuver must be tried anew to 
find an opponent's weakness. 

Quick Strike: This maneuver bestows a 
+1 bonus to all initiative rolls made by the 
martial artist. Since kensai already possess 
this ability at 1st level, they are unable to 
improve their initiative bonus any further 
by taking this special maneuver. 

Flowing Water: This maneuver was 
presented as a variation of the Ironskin 
maneuver in issue #127, but is repeated 
here as a new maneuver unto itself. This 
maneuver improves the martial artist's 
armor class by +2 through great speed, 
agility, and evasion techniques. 

Resuscitation: The martial artist with 
this skill is able to resuscitate a semicon¬ 
scious or unconscious person by stimulat¬ 
ing the body with gentle taps to spinal 
nerve centers. The martial artist is able to 
awaken a person who is stunned or para¬ 
lyzed by a martial-arts attack if the martial 
artist makes a successful dexterity check 
on ld20. The martial artist can also revive 
an unconscious or incapacitated person by 
making a dexterity check on ld20 with a 
+ 2 penalty. This maneuver requires one 
melee round to perform on a single per¬ 
son. This martial skill is sometimes known 
in the Orient as katsu. 

Suppressed Desire: This special ma¬ 
neuver is similar to a minor psionic disci¬ 
pline in the AD&D 1st Edition game, mind 
over body (Players Handbook, page 113). 
The martial artist is able to suppress the 
need for food, water, rest, or sleep for a 
period of time of two consecutive days for 
every level of experience of the martial 
artist. After using this ability, the charac¬ 
ter must spend an equal number of days 
in rest and peaceful meditation to recover 
the ability to use this maneuver again. fl 



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Things Your Sensei 
Never Taught You 


Add some kick to Oriental Adventures martial arts 


Creating martial-arts styles for AD&D® 
1st Edition Oriental Adventures campaigns 
can be tricky. Too often, created styles are 
bland, one-dimensional shopping lists of 
special maneuvers. Ideally, a style should 
have a life of its own, some qualities that 
make it unique and allow it to fit into the 
social and historical context from which it 
developed. This article provides a few 
suggestions for rounding out created 
styles, including a number of new special 
maneuvers. 

Fleshing out a style is not as difficult as 
it sounds. There is no need to detail centu¬ 
ries of history and tradition in order to 
create an interesting style. A few notes on 
the aesthetics, social background, and 
availability of the style will do. 

Start by imagining what the style looks 
like. Picture the style in general aesthetic 
terms. Unless you are very familiar with 


by Rudy Thauberger 

martial arts, don't worry too much about 
specific visual details. Concentrate on the 
feelings the style evokes. Is it an extrava¬ 
gant and showy style, or is it simple and 
ruthlessly efficient? Is it fast-paced and 
reckless, or slow and deliberate? Is the 
style well-respected for its beauty and its 
simplicity, or is it considered ugly and 
crude? Keep in mind that the popularity of 
a style varies from region to region and 
from era to era. A style can be considered 
old fashioned in one province and be 
revered for its tradition in another. 

To add character to a style, decide what 
social class it originates from. Since the 
average peasant would have little time to 
devote to martial arts, common peasant 
styles would be simple and practical, with 
few special maneuvers. Noble or courtly 
styles, on the other hand, would be more 
complex and artistic, valued as much for 


their aesthetic qualities as for their practi¬ 
cal applications. 

Character classes as well as social classes 
may develop their own styles. Yakuza and 
ninja would almost certainly have their 
own special, secret styles. Certain styles 
might be preferred by wu jen or by samu¬ 
rai. Geisha, archers, actors, carpenters— 
any of these groups might develop its own 
martial-arts style. 

Defining the background of a style nec¬ 
essarily involves putting restrictions on 
the degree of access characters have to 
specific styles. Commoners will have diffi¬ 
culty finding teachers of noble styles, just 
as nobles resist learning styles favored by 
peasants. In addition, styles will tend to 
vary in availability within a social class, 
depending upon a character's location and 
the fashion of the times. Some styles will 
be common, with several masters in every 


14 DECEMBER 1990 









province. Other styles will be rare, with 
perhaps only one or two living masters 
who are usually difficult to find. A few 
styles may even be legends or myths. 

To further clarify the background of a 
created style, attach to it a common, arti¬ 
san, or (in the case of noble style) court 
proficiency. These proficiencies should 
involve mechanical skills that require 
discipline, such as weaving, pottery, dance, 
or origami. Practice of these skills helps to 
focus and discipline the mind and body of 
the character, preparing him to learn the 
martial art itself. The proficiency can be 
considered a prerequisite for learning the 
style, or it can be acquired as a part of the 
martial-arts training, free of charge. This 
procedure has the added benefit of forc¬ 
ing those players solely interested in 
spending their proficiency slots on martial 
arts to acquire more practical skills. 

To keep things interesting, make some of 
your martial-arts styles unique by includ¬ 
ing your own special maneuvers. This 
should be done with care. A good special 
maneuver should not be more powerful 
than a good first- or second-level spell. 
Saving throws should be plentiful, and 
particularly powerful maneuvers should 
have bad or at least awkward conse¬ 
quences if they fail, although nothing too 
severe. 

Finally, you have to choose a name for 
the style. This name naturally should be 
tied to some aspect of the style's back¬ 
ground, evoking its appearance, social 
class, or both. A name should be descrip¬ 
tive. Oriental Adventures suggests animals 
as role models for styles. Other possible 
role models include mythical beasts (like 
dragons), forces of nature (e.g., wind, rain, 
lightning), or even articles of clothing 
(imagine a "kimono" style). 

Once the style has been named and its 
background created, list the details in 
rough form alongside the style's special 
maneuvers and weapons, using categories 
like appearance, social background, avail¬ 
ability, and so on. List the mental discipline 
(proficiency) that has been assigned to the 
style as well. Here are three examples to 
show how this system works. 

Tin Hat 

Appearance: Rough, simple, practical 
Social background: Developed by peasant 
farmers, popular with bushi 
Availability: Very common in all areas 
Mental discipline: Cooking (preparation, 
patience) 

Pen and Ink 

Appearance: Graceful, precise, beautiful 
Social background: A nobleman's style 
Availability: Uncommon among the nobil¬ 
ity, very rare among the lower classes 
Mental discipline: Calligraphy (style, ap¬ 
pearance) 


Howling Monkey 

Appearance: Outrageous, humorous 
Social background: Developed by traveling 
entertainers 

Availability: Rare in all areas 
Mental discipline: Juggling (coordination, 
quickness) 

New special maneuvers 

A note of caution: Some of these maneu¬ 
vers, particularly those under the catego¬ 
ries of Blunt and Slash, are very powerful. 
DMs may wish to restrict access to these 
maneuvers if they decide to allow their 
use at all. 

Slash maneuvers are a subclass of 
weapon maneuvers. They can be per¬ 
formed only with hand-held edged weap¬ 
ons, such as daggers or swords. The 
character must select a specific weapon 
for his slash maneuvers and can perform 
the maneuvers with that weapon only. If 
the character wishes to perform Slash 
maneuvers with other weapons, the ma¬ 
neuvers must be studied again. 

Blunt maneuvers are designed for 
staves, clubs, and blunt martial-arts weap¬ 
ons, such as the tui-fa (hands and feet do 
not count). These maneuvers can be ap¬ 
plied to only one weapon at a time, as per 
Slash maneuvers. 

Maneuvers placed in already existing 
categories are listed according to the num¬ 
ber they would receive if added to the 
existing maneuvers described in Oriental 
Adventures, page 103, Table 70. (This 
system is also used in the article "Flying 
Feet and Lightning Hands," in this issue, as 
well as in previous articles; thus some 
maneuvers will have the same number.) 

Kick 

4. Double Kick (hard/ soft) 

Movement 

8. Featherwalk (soft) 

9. Great Shield (hard/soft) 

Push 

4. Reflection (soft) 

Strike 

4. Thunderpunch (hard) 

5. Thunderclap (hard/soft) 

Vital Area 

5. Shattertouch (soft) 

Mental and Physical Training 

7. Stillness (soft) 

8. Balance (soft) 

9. Summon Strength (soft) 

10. Contortion (soft) 

Slash 

1. Blind (hard/soft) 

2. Vein (hard/soft) 

3. Artery (hard/soft) 

Blunt 

1. Heavy Blow (hard) 

2. Limb Paralysis (hard) 

3. Stunning Blow (hard) 

4. Great Blow (hard) 


Double Kick: With a single movement 
using one foot, the attacker may strike 
two opponents at once, providing that 
both are within range at the same time. 
One to-hit roll is made and must be suffi¬ 
cient to strike the opponent with the low¬ 
est (best) armor class. If the attack roll 
misses either opponent, the kick fails 
utterly and the attacker loses all his 
actions in the next round. This attack does 
normal damage to both opponents. 

Featherwalk: A character using 
Featherwalk is able to cross any surface 
capable of supporting his weight, moving in 
complete silence. He also subtracts 25% 
from an opponent's ability to track him. This 
maneuver requires concentration and allows 
only half the normal rate of movement. 

Great Shield: When using Great Shield, 
the martial artist bursts into a frenzy of 
activity, blocking or deflecting blows and 
missiles with complete success. Up to three 
attacks per round can be deflected, plus an 
additional attack per level of mastery. This 
maneuver lasts one round per level of mas¬ 
tery, during which the character can neither 
attack nor move from the spot where he is 
standing. Great Shield works only against 
blows from bipedal creatures less than 10' in 
height (e.g., snakes, giants, and dragons are 
not affected). 

Reflection: This maneuver, which must 
be declared at the start of a combat round, 
allows the martial artist to turn the force 
of a blow back upon his opponent, pro¬ 
vided the opponent's blow is delivered 
with a blunt weapon (this includes hands 
and feet, of course). The opponent's attack 
roll is automatically successful, and he 
rolls damage normally. If the martial artist 
using Reflection then makes a successful 
attack roll in return, all damage is redi¬ 
rected away from the martial artist back 
to the opponent, or even toward another 
adversary within striking distance. An 
unsuccessful attack roll results in the 
martial artist taking normal damage from 
the blow. 

Thunderpunch: This strike, which is 
the only action possible in the round in 
which it is used, does triple normal dam¬ 
age and forces the opponent to save vs. 
breath weapon or be stunned for 1-6 
rounds. A miss leaves the attacker unable 
to attack or defend for one round. 

Thunderclap: Martial artists using this 
maneuver clap their hands together with 
great force, duplicating the effect of an 
elemental burst (air) spell (Oriental Adven¬ 
tures, page 75). Items made of glass or 
pottery within 10' of the martial artist 
must save versus crushing blow or be 
shattered. 

Shattertouch: With a light touch, the 
martial artist locates flaws in wood or 
stone after one round of concentrated 
study. With a single blow in the following 
round, the material may be shattered if 
the martial artist makes a saving throw vs. 
paralyzation (failure leaves the material 
unharmed but does 2-8 hp damage to the 
martial artist). Up to one cubic foot of 


16 DECEMBER 1990 



material may be affected. 

Stillness: Requiring great discipline. 
Stillness allows the character to remain 
utterly motionless for one hour per level 
of mastery. Characters using this ability 
are 80% undetectable if some cover is 
available. The transition from a still state 
to an active one is instantaneous. With the 
proper makeup, the martial artist could 
easily pass for a mannequin or painted 
statue. 

Balance: This maneuver improves the 
martial artist's sense of balance, giving him 
a 20% chance of walking tightropes plus 
5% per level of mastery (ninja simply add 
5% per level). The character can also gain 
perfect balance, temporarily, after a round 
of concentration. This perfect balance 
lasts for two to five turns and improves 
the character's chance to walk tightropes 
to 100%. With perfect balance, he can also 
carry large awkward objects on the tip of 
a finger, balance on one hand, or walk on 
both hands at half normal speed. 

Summon Strength: After one round 
of concentration, the character can in¬ 
crease his strength to 18/00 for 1-4 
rounds. One turn of rest is required imme¬ 
diately afterward. 

Contortion: Those characters who 
have studied Contortion have achieved the 
ultimate in flexibility. They can fit their 
bodies into spaces as small as four cubic 
feet or through holes as tiny as 12" in 
diameter. This maneuver can also be used 
to slip out of bonds or shackles with a 90% 
chance of success. One turn of concentra¬ 
tion is required before attempting a feat, 
and one turn of rest is required afterward. 

Blind: The attacker using Blind inflicts 
a cut above one of the victim's eyes. Nor¬ 
mal damage occurs, but there is also a 
25% chance of the victim incurring tempo¬ 
rary blindness, reducing armor class ( +2 
penalty) and attack rolls ( -2 penalty). If 
both eyes are blinded, the victim takes 
further penalties to armor class ( +4) and 
attack rolls ( -4). Blindness lasts until the 
wound is treated. There is a 2% chance 
that the blindness will be permanent. 

Vein: With this attack, the victim suffers 
only 1 hp damage at first, but will lose 1 
hp per round thereafter due to blood loss. 
Successive hits result in cumulative blood 
loss. Blood loss continues until the wound 
is bound or healed. 

Artery: A major artery is nicked using 
this maneuver. The victim loses 1 hp ini¬ 
tially but will lose 3 hp per round there¬ 
after until the wound is attended to. If the 
attacker misses, he does no damage and 
loses his following attack. 

Heavy Blow: This blow inflicts double 
damage. A miss results in the loss of the 
martial-artist's next attack. 

Limb Paralysis: This maneuver is 
identical to the Lock maneuver, Incapacita- 
tor (Oriental Adventures, page 103), in 
that the victim stuck by the blunt weapon 
suffers paralysis of a finger, hand, arm, 
foot, or leg for 24 hours, with double 
normal damage from the weapon. The 


effects of a paralyzed limb are explained That concludes the list of new special 

under the wu jen spell withering palm maneuvers, but the possibilities are by no 

(Oriental Adventures, page 94). If the means exhausted. Martial arts, after all, 

victim makes a saving throw vs. paralyza- deal with the vast potential of the human 
tion when struck, he takes only normal spirit. In the realm of fantasy at least, that 

damage from the weapon. potential is limitless. 

Stunning Blow: Recipients of a Stun- [Other articles on creating martial-arts 

ning Blow suffer normal damage but must styles for Oriental Adventures campaigns 
save vs. paralyzation or be stunned and include: "Marshalling the Martial Arts ," in 

unable to attack for 1-4 rounds. A miss issue #122; “A Menagerie of Martial Arts," 

results in the loss of the martial artist's in issue #127; and "New Kicks in Martial 

next attack. Arts," in issue #136. See also "Flying Feet 

Great Blow: This, the only attack avail- and Lightning Hands ," in this issue, for 

able in the round in which it is used, does more special maneuvers.] Q 

triple damage and forces the victim to save 
versus paralyzation or be knocked uncon¬ 
scious for 3-6 rounds. A miss causes the 



DRAGON 17 






Brotherhood 





Give your monks a brotherhood — and a purpose in life 


by Tom Griffith 

With the publication of the AD&D® 1st 
Edition Oriental Adventures book in 1985, 
the monk class was finally placed in its 
proper environment. Still, big questions 
remained: What purpose does this class 
serve, and what separates this class from 
the other Oriental classes? Why are monks 
"monastic aesthetics" (1st Edition Players 
Handbook, page 30)? Do all those monastic 
temples serve a purpose, or are they just 
martial artists' hangouts? 

Until I began playing the AD&D game, 
my only source of information about 
monks was the television series, Kung Fu. 
Since Oriental Adventures came out. I've 
discovered different examples of monkish 
organizations in modern fantasy fiction. 

All of these examples have one thing in 
common: a specific goal or mission, a 
reason for being. 

The purpose of this article is to share 
some helpful ideas to give purpose and 
reason to the workings of monkish broth¬ 
erhoods. DMs should create orders of 
monks for their campaigns, rather than 
having monks merely quote poetry and 
wise sayings while they kick the tails of 
those who exploit the weak 

Examples from fiction 

One of the finest examples of historical 
fiction having a monk as a central charac¬ 
ter is Robert Shea's Shike series, consisting 
of the books War of the Dragons and Last 
of the Zinja. The main character, Jebu, is a 
monk from an ancient Japanese brother¬ 
hood known as the Zinja. The book reveals 
the sect's secret mission: to direct the new 
class of elite warrior, the samurai, into 
becoming a civilized soldier instead of a 
bloodthirsty killer in the changing Japan 
of the early 1200s. To justify their day-to- 
day existence, the Zinja use the excuse of 
being the finest bodyguards and merce¬ 
naries around. 

An example more familiar to readers of 
fantasy fiction is Stephen R. Donaldson's 
Bloodguard, from the Chronicles of 
Thomas Covenant the Unbeliever. Origi¬ 
nally, the Bloodguard was an army of 
fierce mountain-dwelling tribesmen who 
came to the Land bent on conquest. Once 
these warriors met the Lords, the gentle 
guardians of the Land; and saw the many 
wonders of that magical place, they swore 
the Vow to serve the Lords and the Land. 
Thus the Bloodguard began their self- 
appointed task to serve in roles that 
ranged from bodyguards to messengers. 

Anyone familiar with the AD&D game's 
WORLD OF GREYHAWK® setting knows of 
the Scarlet Brotherhood, a ring of assas¬ 
sins and thieves ruled over by a powerful 
order of evil monks, whose goal is the 
establishment of the Suel people as the 
master race of Greyhawk. The module 
WG8 Fate of Istus dealt extensively 


with this organization and its destiny. 

A lesser-known example of this class 
comes from the book, Witchblood, by Will 
Shetterly. Although the setting is more 
medieval European than Oriental, the 
main character, Rifkin, can still be classi¬ 
fied as a monk. His order, the White 
Mountain School of the Warrior Saint, was 
formed when his world was ruled by a 
cruel race of witches. Because the witches 
denied them weapons, the followers of the 
warrior saint learned to make anything 
into a weapon, even their hands and feet. 
Eventually they overthrew their evil mas¬ 
ters, but, because the followers were tired 
of bloodshed, they let the witches live. A 
group of men still follow the Warrior 
Saint, working to perfect The Art and 
watching the witches should they again 
threaten humanity. 

And don't forget the Shaolin of the Kung 
Fu TV series, whose primary duties, in 
addition to perfecting themselves physi¬ 
cally and spiritually, seemed to be to teach 
and aid the local populace. 

Orders to order 

From these examples, you can get some 
ideas on creating the basics of a monastic 
society. Some guidelines on inventing 
original monkish brotherhoods follow. 

The first and most important item is to 
establish a reason for the order's exist¬ 
ence. What are these monks trying to 
accomplish? In many cases, a simple one- 
line explanation will suffice. Once the 
primary mission is established, often a 
secondary purpose comes to mind, usually 
a means of accomplishing the primary goal 
(e.g., working as bodyguards as a means of 
defending the rightful rulers of a nation). 
Monks cultivate an appreciation of art and 
beauty in their training, seeing their mis¬ 
sion as divine and proper and one that 
demands perfection from those who must 
separate themselves from society to train 
for it (hence "monastic aesthetics"). 

Directly tied to the sect's ambitions are 
the special skills or equipment necessary 
to accomplish those goals. A Shaolin might 
need healing or calligraphy skills, while a 
Bloodguard might need running or sur¬ 
vival skills. 

Training styles of the order are closely 
related to its special skills, but are separate 
enough to warrant special consideration. 
The Shaolin of Kung-fu delegated menial 
tasks to its initiates to teach them humility, 
while the Scarlet Brotherhood made its 
recruits vie for the superior training of the 
monk. Bloodguard receive their martial- 
arts training in the fierce tribal wars of 
their mountain homeland. Zinja are 
trained from the beginning not to fear 
death from any source (the first chapter of 
War of the Dragons gives a good example 
of monkish training methods). 


Once the monks' mission has been out¬ 
lined and their skills and training consid¬ 
ered, the alignment of the monks in the 
order should become obvious. This is 
usually easy to work out, as monks can 
only be one of the three lawful align¬ 
ments. One can assume that the Shaolin 
are lawful good, and the Scarlet Brother¬ 
hood is certainly lawful evil. 

After this has been established, think 
about the specific martial-arts style that is 
practiced and perfected by these monks in 
order to achieve their sect's goals. Are 
they peaceful, gentle protectors who pre¬ 
fer to subdue opponents, or are they 
vicious warriors concerned only with 
putting foes down quickly and perma¬ 
nently? [See " Things Your Sensei Never 
Taught You ," in this issue, for details on 
creating martial-arts styles.] 

Once the brotherhood has been created, 
give some thought to its history. Who 
founded the order, and why? An order 
might come into being because of the 
dream of one man. Or a group of men 
might decide there is something vital that 
needs to be done, and so selflessly devote 
their lives to the fulfillment of that goal. 
(The Shaolin of Kung-Fu make it their 
mission to train men to accomplish their 
own self-appointed tasks.) During its his¬ 
tory, has the order made allies of a partic¬ 
ular sect or deadly enemies of others? Is 
there a certain symbol or object associated 
with the order? The branded forearms of 
the Shaolin priests and the willow tree of 
the Zinja are examples of such symbols. 

Finally, after everything else has been 
established, think about why any of the 
monks would leave their temples to go out 
into the world as adventurers. Kwai-Chang 
Caine rims from his impulsive murder of a 
prince, the Zinja hire out as mercenaries 
and bodyguards, and the members of the 
Scarlet Brotherhood are spread out all 
over the lands of Greyhawk as information 
gatherers and spies. Usually, with a little 
thought and imagination, you can find 
several good reasons for any order to send 
its brothers into the outside world. 

The following three examples were 
created for my Dragonhead campaign, 
using these guidelines. These illustrate 
how easy it is to create interesting monas¬ 
tic societies. 

The Order of the Enlightened 
Seekers 

"You may go in now," announced the 
arrogant-looking seneschal. Kwim-Lu 
stood up from the lotus position he had 
assumed for the past hour's wait, straight¬ 
ened his short robe, and accompanied the 
servant out of the small waiting room. As 
he silently padded down the long, cold 
hallway to the meeting, he mentally pre- 


DRAGON 19 



pared himself to accomplish his mission or 
return in shame. As he reached the door, 
the large, hairy warrior who was guarding 
it ushered him inside without a word. 

Kwim-Lu stepped into the smoky cham¬ 
ber and tried to ignore the strong odor of 
ill-cooked meat, unwashed bodies, and 
strong wine. The men here were all of a 
type —dirty, unkempt, blonde giants, a 
direct contrast to the short, immaculate 
Yai-Kang monk. 

The figure on the large stone chair beck¬ 
oned Kwim-Lu forward. The monk stoically 
hid his distaste as the leader leaned for¬ 
ward and addressed him. "Who are you, 
and why do you interrupt my feasting?" 

Kwim-Lu bowed deeply and responded. 
"My lord, I am Kwim-Lu, a member of an 
order who was sent to deliver an offer to 
you for our mutual benefit." 

Lord Kirken sat back as he considered 
the black-haired easterner before him. 
"'What kind of offer, little man?" 

"You are said to have acquired a book of 
ancient Aridia, a tome of the history of 
bygone days. My masters wish to have this 
information. We are prepared to pay you 
handsomely for this book, in gold or what¬ 
ever else you wish." 

Dirken stared at the slight Yai-Kang in 
disbelief. "A book? You risked your life on 
a dangerous journey for a book? 

What kind of people rule this order of 
yours?" 


The Order of Enlightened Seekers is an 
organization of lawful-good monks 
founded in Yai-Kang following the first 
Darke Invasion. Because of the terrible 
destruction of artworks and written docu¬ 
ments in this war, this order came into 
being to prevent such a tragedy from 
happening again. These monks travel the 
length and breadth of Dragonhead collect¬ 
ing histories, artworks, music, cultural 
notes, and other literature. These are then 
stored in a massive stronghold, the loca¬ 
tion of which is known only to the Masters 
of the Order, where they will be safe for 
future generations of artisans and histo¬ 
rians to enjoy. As a secondary duty, these 
gentle monks work as librarians in their 
temples, which are known as centers for 
learning, reference, and the arts. Any¬ 
where the symbol of the shining dove is 
found, so too shall knowledge and culture 
reside. 

The training of these ascetics is long and 
involved. From an early age they are given 
a general education in culture and the 
arts. Whichever cultural aspect the stu¬ 
dent is most adept at and interested in is 
the one in which he receives advanced 
training. Selecting his field of mastery is 
the most important decision a young 
Seeker must make, as knowledge is as 
important as physical perfection to these 
benevolent monks. It is not surprising that 
the style of self-defense used by this order 


is the "Fist Within Glove" style of martial 
art (see "A Menagerie of Martial Arts," in 
DRAGON® issue #127), as this gentle style 
fits in well with the Seekers' philosophy of 
nonviolence. Those initiates who show 
shortcomings or flaws during their train¬ 
ing are given monastery-based positions, 
such as teachers, librarians, scribes, or 
other scholarly jobs. 

As a novice, a monk character from this 
order gains a minor sage ability. The 
player selects one of the sage special cate¬ 
gories found on page 32 of the 1st Edition 
Dungeon Masters Guide, such as Human¬ 
kind Art or Demi-Human Laws and Cus¬ 
toms. He is treated as a sage with a minor 
field of study in that specific category 
only. Any special equipment necessary to 
perform that function is presented to the 
lst-level character by his masters as he 
sets out. 

The most obvious reason for a Seeker to 
leave his temple is to become a collector. 
Assigned by his order to a particular re¬ 
gion or country, he could work for a ruler 
as an indentured servant to pay for a 
needed article, explore dangerous ruins in 
that area looking for ancient treasures, or 
be assigned to observe a group of locals 
and record their customs and lifestyle. 
Buying art objects from greedy owners is 
expensive, so many Seekers are also 
needed to collect funds by seeking contri¬ 
butions, tutoring, or adventuring. 

The Brotherhood of the Black 
Lotus 

Kasigi, Daimyo of Iraquis, stepped into 
his sunlit balcony and into the full view of 
his people. Peasants crowded together, 
respectfully distant from the daimyo's 
powerful samurai warriors. After a mo¬ 
ment of silence, Kasigi spoke. 

"My people, I stand before you today to 
guide you on a holy mission. On this very 
land, blessed of the gods themselves, is 
being built a false temple by honorless 
dogs who call themselves priests. Their 
sohei walk openly about this wicked mon¬ 
astery, as if brazenly challenging my brave 
warriors. 

"But no more. Their challenge will be 
met by the steel of my samurai. Soon their 
evil forces will be destroyed, and their 
house of corruption burned to the ground. 
Such a war will be costly. You, my people, 
will be expected to aid this holy mission in 
your own small way. All taxes will be 
raised to one full koku of rice to fund this 
war, effective immediately." 

He smiled a beatific smile. "May the gods 
of our ancestors bless us with their glori¬ 
ous wisdom." 

He returned to his chambers. The peo¬ 
ple, surprised at this announcement from 
their normally peaceful and slothful 
leader, wandered home, wondering how 
to pay this large increase of taxes. 

Kasigi, now sweating heavily, sat down 
wearily on his sleeping mat and looked at 
the small figure seated opposite him. "Did 
I do well?" the overlord asked anxiously. 


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DRAGON 21 





"Very well indeed," purred the small 
man. "Now rest. Soon you will need your 
strength as you become master of twice 
the land you now hold." 

Kasigi licked his lips as he smiled. "I 
hope things go as you say they will, Sho- 
sogi. Now, perhaps you could aid me to 
see the lovely visions of the place the gods 
have set aside for me should I succeed?" 

The small man smiled as he reached a 
surprisingly muscular arm into the folds 
of his dark robe and pulled out a small 
black flask. "Of course, sire. Merely a sip 
of this magical elixir, and the dreams shall 
be yours." 

As the daimyo greedily drank from the 
flask, Shosogi smiled. Soon the soldiers of 
this weak puppet would destroy the rival 
order's temple, breaking the order's only 
hold on this region. Then Shosogi's own 
order could move in. Of course, the extra 
taxes would be spent by Kasigi to obtain 
more of this lotus juice, thus enriching 
Shosogi's brothers, Shosogi knew that his 
masters would be pleased by his success, 
and his smile broadened. 

The origins of the Brotherhood of the 
Black Lotus go back only a few decades. 

Its founder, a poor and lonely florist, 
ached for power and riches. Then, during 
one of his flower-gathering trips, he dis¬ 
covered the rare and beautiful black lotus 
and learned its deadly secret as a narcotic 


(see "The Deadliest Perfume," in DRAGON 
issue #121). Always a religious man, he 
soon made plans to found his own temple 
devoted solely to raising this rare flower, 
and to these ends gathered a small group 
of devout monks who shared his love of 
religion with a love of power and beauty. 

However, as the small monastery grew 
and prospered, there also grew a number 
of brothers who desired political power 
more than spiritual power. One night they 
disposed of the old founder and instituted 
their own ruthless methods and goals. 

They kept the symbol of the black lotus to 
represent the beauty, grace, and deadli¬ 
ness the new order came to possess. 

The primary goal of the Brotherhood 
became control of the government 
through the use of drugs, bribes, and 
assassinations. Its eventual goal was to 
become the sole source of religion in its 
land by destroying or discrediting all other 
monastic societies. This evil goal incorpo¬ 
rates a harsh and severe training style 
focusing on cruel, rigorous physical train¬ 
ing and ego building. An incredible arro¬ 
gance and hatred of other orders is 
ingrained into the young initiates; kind¬ 
ness and mercy are causes for severe 
punishment, death, or dismissal from the 
order. The style of martial art taught is the 
cobra style (see "A Menagerie of Martial 
Arts," in DRAGON issue #127), as this hard, 
ruthless style reflects well the Brother¬ 


hoods debased society. The cruel mem¬ 
bers of this sect often select swords and 
other deadly weapons for weapon profi¬ 
ciencies and have no qualms about using 
them. As the final part of their training, all 
initiates are automatically taught the herb¬ 
alist skill, to properly handle and process 
the deadly black lotus. 

Two good reasons for members of this 
lawful-evil order to adventure outside the 
monastery can easily be generated. An 
organization that thrives on bribery and 
assassination needs exorbitant amounts of 
money to finance such activities. Many of 
the adepts go adventuring simply to collect 
treasures for the order's masters. Other 
members of the Brotherhood of the Black 
Lotus are assigned to influential or 
wealthy PCs or related NPCs to control 
them or sway them into the dangerous 
embrace of the black lotus. This order 
functions well as an NPC group against 
which the PCs must fight—or else become 
its victims. 

The Lawgivers 

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on their wiry desert horses and watched 
the lone figure plod steadily through the 
desert sands. Despite the greater numbers 
of the desert raiders, the man headed 
straight toward them, unarmed and appar¬ 
ently unafraid. 

The Khan raised his hand and made a 



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short, chopping gesture. Three men to 
the leader's right raised their razor-sharp 
yari and hurled them at the stranger. 
Although all of the deadly missiles flew 
true, none hit their mark. With a series of 
darting movements and flying hands, the 
man deflected the spears and stood un¬ 
scratched. 

Drahka-Khan then issued a sharp, bark¬ 
ing order. Five of the raiders to his left 
dismounted and warily approached the 
warrior, who now stood at ease with a 
slender baton held easily in each hand. 
Once they reached him, one of the bandits 
darted forward with his tau-kien flashing 
in the hot sun. With a move quick as light¬ 
ning, one of the stranger's sticks easily 
parried the blade while the other rapped 
the man sharply on the head. As the 
raider crumpled, the other four attacked. 

It was all over in the space of a few 
seconds. Whirling, his sticks flying with 
breathtaking precision, the lone warrior 
soon had all five of the Temujin warriors 
stretched senseless in the sands. Putting 
his sticks in his belt, the stranger walked 
over to the Khan, bowed deeply, and said, 
"Greetings, Khan. I am Jhengi, sent here to 
be your servant." 

The Lawgivers were created when a 
small group of monks survived the de¬ 
struction of their temple by a tribe of 
forest barbarians. These monks decided 
that the barbarians were not bad or even 
evil—just undisciplined and uncivilized. 


These surviving brothers made it their 
mission in life to convert all barbarians in 
their homeland to a civilized, lawful life¬ 
style. They planned to accomplish this 
through demonstrating the advantages of 
civilization, through kindness, force, intim¬ 
idation, demonstrations of physical prow¬ 
ess, or whatever it else it took. 

The new order called itself The Lawgiv¬ 
ers. Its members adopted a symbol of two 
crossed sticks inside a circle of chain, to 
represent law and discipline inside the 
neverending cycle of life. Over the centu¬ 
ries, these monks have had limited success 
with individual tribes, enough to keep the 
sect hopeful, but the mission has been 
found to become more difficult as civiliza¬ 
tion becomes more complex for the bar¬ 
barians. The order has no interest in 
whether the barbarians' outlook is good or 
evil; its total interest lies in the savages' 
acceptance of order and law. Naturally, 
this order's alignment is lawful neutral. 

In order to survive and prosper while 
living under the harsh lifestyle of the 
barbarians, members of this order are 
trained to the peak of both physical and 
mental perfection (to demonstrate that 
civilization can make tough warriors, too, 
and to inure the monk to the confusion of 
a chaotic lifestyle). These monks are 
taught to endure physical hardships and 
discomfort, and to use independent 
decision-making during long periods of 
living with certain barbarian tribes. 

The Lawgivers teach escrima (see "Mar¬ 


shalling the Martial Arts," DRAGON issue 
#122, and "Kicks and Sticks," in issue #124) 
as their style of martial art, and a Law¬ 
giver is never seen without his two 
escrima sticks (treat as jo sticks). 

A useful advantage of this training is 
that monks of this order can select their 
nonweapon proficiency skills from the 
barbarian table (Oriental Adventures, page 
53, table 59) as well as the other tables. 
Often, after they retire from their mis¬ 
sions, monks of this brotherhood will 
serve the barbarians as ambassadors, 
guides, and counselors. 

Another facet of this fairly militant 
order is well known: It is extremely venge¬ 
ful toward anyone who has unjustifiably 
killed or injured one of its members. An 
entire tribe of the Temujin raiders was 
killed by the members of a vengeful Law¬ 
giver temple because the bandits defended 
the killer of a Lawgiver monk. This trait is 
seen as necessary by the brotherhood to 
let the barbarian leaders know that this 
monastic society is not to be trifled with. 

Several good reasons for this type of 
monk to seek adventure as a PC can be 
found. For instance, the PC could be at¬ 
tached to a barbarian PC as a bodyguard, 
teacher, or guide. Perhaps the chief of the 
tribe to which the monk is appointed 
sends the monk on a long and difficult 
mission as a test or service, or to simply 
get rid of the monk without rousing the 
considerable ire of his order. Or maybe 
the PC monk was sent out by his monas¬ 
tery to track down and punish someone 
who has killed one of his fellows. 

Conclusion 

The ideas and examples set forth in this 
article show that the monks of the Orien¬ 
tal world can fit into society as well as any 
other classes. With a little planning, light 
reading, and imagination, some wonderful 
monastic orders can be created for use as 
PCs, interesting neighbors, or deadly foes 
who will enrich any campaign. 

Bibliography 

Donaldson, Stephen R. Lord Foul's Bane. 

New York: Del Rey Fantasy Books, 1977 
Donaldson, Stephen R. The Ulearth War. 

New York: Del Ray Fantasy Books, 1977 
Shea, Robert. War of the Dragons. New 

York: Jove Books, 1980. 

Shea, Robert. Last of the Zinja. New York: 

Jove Books, 1981 

Shetterly, Will. Witch Blood. New York: 

Ace Fantasy Books, 1986 
Ward, James M. GREYHAWK® Adventures. 

Lake Geneva, Wis.: TSR, Inc., 1988 £1 



24 DECEMBER 1990 





The Horde 

Threatens The Realms 



I 




The Empires Trilogy Erupts With Action 


T5ft -DMsenu (tree denmetic oehwmjres set in 1$ie belting 

FORGOTTOJ REALMS" enm F^’^n ^Otld. E-ail met 1 !: West 

wFififi ihi mid 1'jigqn Urhflnjin horsemen untie to mac* d 
and iLnrtafsp-able aim? — hell-bent on plundering and conquering 
the world., 

Horselotds throws you inb the midit of wild Mid ruthless Tuigan 
tribes. There, sara^efy, s*ten£lb and sierncb gmbody (wqfday life. 
TIikt powerdwnftr? warlords ere cnnsuijioti with destruction. 

Drnponwill dsKribes these bkodlhit«y amibs end their attacks 
on the Eastern empire. Likewise* spies, intrigue and the cun|lirt c-f 


anetiF the empire s IxiBjaht isaders — torn between hi? Iiwr, his, 
loyalties and ka barbarian hn-iti.gr — "ill eisy pa^-e. 

Cnisnde draw? tW desperate Western neiims together under on-e 
bold and powerful lender 10 repel &e batLuriun csulnught. His 
^atrtiy, ^rgrd pf pjnFVefy bIIies, standi (o batile the bnrdo, lit the 
pcio? of sming (h# West may include ikr life of his beWd daughsei 

Don’t mss any of (W *■riling fpqt«y nchemures w the thrilling 
dkiBK of ihie Eapcre* Triln^ witfi ?be December 
release of Crusade. All no*ds on sale at yout 
nearby Waldenbooki and B. Dolicm k^tores. 



fCrwriEh M*I Iu HH ltH 


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Born to Defend 

The piao shih for Oriental AD&D® campaigns 


by Joseph R. Ravitts 


In real-world China, from antiquity 
through the 19th century, the vast dis¬ 
tances that merchants and officials had to 
cross required the existence of profes¬ 
sional caravan guards who were martial 
artists worthy of comparison with any 
Shaolin priest. Such a guard was called a 
piao shih, which meant literally "dart- 
master" for these escort warriors tended 
to be experts in throwing heavy darts at 
bandits. Many Chinese-language adventure 
movies have been made about piao shih. 

The inclusion of piao shih in an AD&D® 
Oriental Adventures game can serve sev¬ 
eral purposes. First, travel scenarios may 
be enlivened for the players if there is a 
new character type to be encountered 
specifically in connection with the journey. 
Second, the very existence of highway 
escorts, implying the whole situation of a 
hard-to-police expanse of territory, will 
remind those concerned of how big Kara- 
Tur is supposed to be. Third, if characters 
of non-Oriental classes are visiting Kara-Tur 
or any equivalent thereof, the DM can 
provide the visitors with a hireling or ally 
qualified to shepherd the uninitiated. 

Only humans and spirit folk can become 
piao shih, each with unlimited advance¬ 


ment. The piao shih is a mixture of bushi 
and monk, with a dash of ranger mixed in. 
He cannot have any ability score lower 
than 12, and he must have at least one 
score of 15 or better in strength or dexter¬ 
ity, plus at least one score of 15 or better 
in wisdom or charisma. No bonus in 
earned experience is gained. Most piao 
shih are lawful neutral, but they may be 
of any lawful or good alignment. Lawful- 
evil piao shih exist only under an evil 
government; piao shih can never be cha¬ 
otic (except chaotic good), because a ten¬ 
dency to betray or abuse clients would 
ruin their reputations, turn away future 
business, and prevent them from advanc¬ 
ing further in this profession. 

Piao shih have eight-sided hit dice. They 
can use any sort of armor or shield but 
generally choose leather, studded leather, 
or padded armor. Piao shih use the combat 
and saving-throw tables of fighters, mak¬ 
ing as many attacks per round as bushi. 
Each starts with four character proficien¬ 
cies, gaining one every two levels there¬ 
after and applying a nonproficiency 
penalty of -2 to weapons used. Proficien¬ 
cies may be chosen from the artisan, bar¬ 
barian, common, and court tables. Any 
sort of magical items permitted to all 
classes and those permitted to fighter 
types may be used by them, as well as any 
magical weapons or armor. Oil may be 


used in combat, but only lawful-evil piao 
shih use poison. Piao shih start with a base 
honor of 20 and have 1-4 ch'ien and 1-10 
tael (ch'ao). Treat piao shih as bushi for 
determining their birth rank and family 
status. Henchmen and hirelings are per¬ 
mitted, and additional followers will be 
gained as the piao shih rises in level (as 
explained later). 

Every piao shih possesses the following 
special abilities: 

—A +1 bonus on attack and damage 
rolls (cumulative with any strength and 
dexterity bonuses) when hurling the darts 
that are the trademark of this class (these 
are the thrown darts described in Oriental 
Adventures. 

—The tracking ability of a ranger, as per 
Unearthed Arcana. 

—The ability to fight bare handed as a 
monk of equal level (using the martial art 
kung-fu, with level-based martial-arts 
attacks/round and damage from Table 21, 
page 18, Oriental Adventures), as long as 
they wear no armor heavier than leather, 
studded leather, or padded. 

—The ability to climb walls as an Orien¬ 
tal Adventures monk of equal level 
(Thieves Table II, page 22, from Unearthed 
Arcana, is applied to their ability to climb 
walls when wearing armor). 

—The ability to discern if a person is 
wearing a nonmagical disguise. The base 


DRAGON 27 



chance of successful detection is 15%, plus 
5% for every experience level the piao 
shih has above the first. This is rolled 
upon the first meeting with a disguised 
person; if immediate detection fails, the 
piao shih still has a normal chance of 
seeing through the disguise later, as per 
the rules covering disguised assassins 
(page 29,1st Edition PHB). 

—The capacity to learn twice as many 
spoken (but not written) languages as 
would normally be ruled possible on the 
basis of the individual's intelligence score. 

Advancing rank brings other benefits, 
some fixed in nature and others involving 
choices between special interest areas. 

The following benefits are the same for 
every piao shih: 

—On reaching 4th level, a piao shih gains 
a marked ability to negotiate with robbers 
or intelligent monsters whose total hit dice 
and/ or levels is no more than twice and no 
less than half the hit dice/level total for the 
piao shih's party. Treat such negotiations 
as per the AD&D 1st Edition Dungeon 
Masters Guide, page 63 ("Encounter Reac¬ 
tions"); however, for every point of com¬ 
bined wisdom and charisma possessed by 
the piao shih, grant a 1% greater chance 
of an outcome favorable to the piao shih 
and his clients (though this may involve 
paying a modest tribute to the other side). 
At repeated encounters with any potential 
enemy with whom a piao shih has success¬ 
fully bargained for safe passage before, 
there is a further 5% chance for a peace¬ 
ful settlement—provided that, in the time 
since their last meeting, nothing has hap¬ 
pened to cause irreconcilable enmity be¬ 
tween them. (This, more than competition 
with other piao shih, is why a piao shih 
team stakes out one route or territory for 
its business and sticks to that.) Of course, 
the higher a piao shih rises in rank and 
the more colleagues he accumulates, the 
less any bandit dares to demand from him. 

—At 5th level, the piao shih's superiors 
consider him competent to recruit and 
train one zero-level youth to be a piao 
shih. If the 5th-level piao shih ever rises 
high enough to start his own organization, 
this first pupil will be allowed to come 
along as second in command of the new 
group (though stealing large numbers of 
personnel from the parent group would 
be dishonorable). Also, at this level, a piao 
shih is usually allowed, by his organization 
and by escorted clients, to assume more 
authority over the party he guards than is 
the case for lower-level piao shih. The piao 
shih is considered to be equal to the high¬ 
est social class present in the party, with 
regards to decisions that affect the course 
of the journey. 

—At 9th level, a piao shih has the right, 
when assuming responsibility for any sort 
of caravan, to exercise complete control 
over any "servant" non-piao shih in the 
party (e.g., a bushi who is the long-time 
bodyguard of a nobleman being escorted 
by the piao shih, or even a monk who has 
been teaching martial arts to the noble¬ 


man's son). It is also usually at this rank 
that the piao shih can gain a permanently 
organized troop of piao shih under his 
command. (This troop typically contains 
two lieutenants of 4th-6th level, and 10-12 
more piao shih of 1st or 2nd level.) 

— At 10th level, the piao shih is allowed 
to command a force of three or more piao 
shih (and these may even be from differ¬ 
ent organizations, if the organizations are 
friendly), so as to protect major caravans 
several miles in length. Also, at this level, 
he acquires an ability to sense approach¬ 
ing danger once per day, as if he had the 
psionic talent of precognition (page 113, 

1st Edition PHB). This ability is uncon¬ 
scious, allowing the piao shih to sense 
danger when normal methods (scouting, 
etc.) fail. Also, this ability functions only in 
wilderness areas the piao shih travels 
regularly. 

—At 11th level. Master of Escorts, the 
piao shih is entitled to found an indepen¬ 
dent escort business, provided he can find 
a reasonably open territory or can take 
the leadership, if vacant, of his present 
organization. The new organization will 
usually attract 4-16 zero-level men-at-arms 
of compatible alignment. Half of these will 
be qualified to become true piao shih; the 
rest will be retained to guard the new 
organization's headquarters. The new 
Master of Escorts should promptly have a 
banner designed for his group, usually 
bearing some slogan like "Our darts bring 
lightning from the clouds," or "All serpents 
are crushed beneath our horses' hooves." 

—If a piao shih makes it to 15th level 
without having suffered a humiliating 
defeat (in the DM's judgment), his banner 
becomes an object of profound respect. 
Any hostile beings (short of outer-planes 
beings) who see and recognize that ban¬ 
ner, so long as it is borne by some person 
or group that looks capable of defending 
itself, must check morale before coming 
within 100 yards of the bearer. Members 
of the Master's own piao shih organiza¬ 
tion, or of any piao shih friendly to that 
Master, gain +10% on morale when see¬ 
ing that banner in friendly hands. If the 
banner is visible to a person attempting a 
psychic duel with the piao shih, this antag¬ 
onist is treated as being two levels lower 
than his actual experience level. 

— Any piao shih of 17th level or above 
can be sure of carrying at least as much 
weight as a minor nobleman in his na¬ 
tional government's decisions affecting 
travel and commerce. He essentially enters 
nobility at this point. 

In addition to the above talents, each 
piao shih, in the course of his career, can 
select four specialties—two tactical and 
two strategic—as indicated in the level- 
advancement chart. Improvements in 
these specialties are counted from the 
time of acquisition, rather than by the 
character's current experience level. Thus, 
if a 3rd-level piao shih takes up the 
Ground Fighting specialty, while another 
character adopts this specialty for the first 


time at 7th-level, both use this specialty 
skill at the same level of expertise. 

Tactical specialties 

Base Defense: This specialty benefits a 
piao shih who must defend a fixed location 
against possible attack (such as an inn at 
which the piao shih's party is staying, or 
the headquarters of the piao shih's organi¬ 
zation). The skill is usable in any building 
or dwelling more complex than a small 
tent or unfurnished hut. At the DM's op¬ 
tion, it may also be applicable in certain 
outdoor settings, such as a graveyard or 
an elaborate palace garden. 

The specialty works as follows: Before 
any threat arises, the piao shih must study 
the location to be guarded, much as a 
blind person learns to "navigate" at 
home —getting a feel for such details as the 
positions of furniture, the distance across 
a room, and the width of doorways. If 
combat occurs in the memorized area, the 
piao shih gains a +2 defensive bonus to 
armor class and saving throws against any 
form of attack that can be hindered by 
material barriers, for he is prepared to 
dive behind furniture, duck around cor¬ 
ners, etc., more quickly and skillfully than 
would normally be possible. He also gains 
a +1 bonus to his to-hit rolls against the 
enemy by keeping them off balance with 
such moves as yanking rugs out from 
under their feet or slamming doors in 
their faces. These benefits are doubled if 
the area is in total darkness, unless the 
attackers are able to offset the darkness 
by infravision or similar powers. At the 
DM's discretion, this talent should lessen 
the chances of the piao shih hitting any of 
his own allies while fighting in the dark by 
a to-hit modifier of -2. 

Upon first taking up this specialty, a piao 
shih must spend at least 24 hours in a 
dwelling or other base (more for larger 
places—e.g., complete castles) before being 
able to enjoy the above advantages. Only 
one location can be so used at a time; 
settling into a new base drives out the 
tactical memories of the place previously 
defended. When the piao shih has gained a 
level after acquiring this specialty, the 
area-memorizing time is cut in half; when 
a second subsequent level has been 
gained, the piao shih need only spent 1-4 
hours in a place in order to have the lay¬ 
out sufficiently memorized. At the third 
subsequent level, he can keep two area 
layouts freshly in mind at once (one will 
usually be his permanent headquarters). 

At the fourth subsequent level, if the 
character has an intelligence of 16 or 
better, he can add another simultaneous 
"base memory" for each point of his intelli¬ 
gence above 16. This could be used to 
create a string of emergency refuges along 
the piao shih's customary route—though 
the bandits might get wise and burn the 
places down in the character's absence! 

If the piao shih having this specialty also 
has the Trap Construction specialty, com¬ 
bining the two skills in defense of the 


28 DECEMBER 1990 



same spot will have this result: Thieves, 
assassins, or hostile monks entering the 
defended area will have a -35 modifier to 
their chances of detecting the traps the 
piao shih has placed inside the area, while 
they are engaged in melee combat. This 
occurs because the piao shih is often able 
to maneuver his opponents into triggering 
the devices upon themselves. Whenever 
succeeding in this, the piao shih gets to 
make an extra melee attack upon his un¬ 
fortunate enemy at a +1 bonus to his 
attack roll. 

Combat Horsemanship: All piao shih 
are assumed to be able to travel and fight 
on horseback. But with this specialty, the 
character can coax a +1 bonus in move¬ 
ment speed out of any horse he rides 
without causing an increase in fatigue. 
Moreover, when the piao shih has gained a 
level of experience after acquiring this 
specialty, he can prevent a mount from 
panicking at any ordinary cause of fear 
(and the animal saves at a +2 against all 
magical fear effects). When the piao shih 
has gained two levels after acquiring this 
specialty, the character gains a +1 bonus 
on his armor class when fighting from 
horseback, due to an ability to hang along¬ 
side the horse or make other evasive 
changes of position. When the piao shih 
has gained three levels after acquiring this 
specialty, he gains a +2 bonus on armor 
class from horseback. (The DM can treat 
this bonus as cumulative with regular 
dexterity bonuses to defense, but it will 


not add to die rolls for monkish missile- 
dodging.) 

Ground Fighting: This specialty al¬ 
lows the piao shih to fight efficiently while 
crouching, prone, or otherwise low to the 
ground. This amounts to an advantage in 
all situations where combatants have 
difficulty standing upright (e.g., in caves, 
on ice, or at night on ground covered with 
obstacles). When fighting in such condi¬ 
tions against foes lacking this ability, the 
piao shih gains a +1 on armor class. He 
never takes more than half-damage from 
being tossed or thrown down, and for 
every level gained after this specialty is 
acquired, he gains a 5% chance to escape 
all trampling damage in situations like 
being caught in a stampede of horses. 
When gaining two levels after acquiring 
this proficiency, the character gains a +1 
defense bonus against the first attack by 
any flying creature diving from above 
(unless there was complete surprise). 

Scaling: While a piao shih can climb 
sheer cliffs and walls as a monk of equiva¬ 
lent level, this specialty enables him to 
help other characters make such climbs. 
The piao shih must have climbing equip¬ 
ment to lend to the person or persons he 
helps; having this, he can get one client to 
the top with the same chance of success 
that the piao shih enjoys. When the piao 
shih has gained a level after the one at 
which this specialty was gained, the piao 
shih can help two clients scale at the piao 
shill's odds for success. When three addi¬ 


tional levels are gained, the piao shih can 
efficiently help one client scale even when 
no special gear is used by either of them. 
For the piao shih's own benefit, if he has a 
constitution of 14 or better and has been 
active in high-altitude regions, he can 
function normally at altitudes where oth¬ 
ers faint from lack of oxygen. 

Water Skill: Choice of this specialty 
means that the character initially gains 
these benefits: the ability to swim 50% 
faster than would otherwise be possible; 
the ability to hold his breath underwater 
50% longer than would otherwise be 
possible; and the ability to handle any 
small boat of a type to be found in the 
character's home region. At the level fol¬ 
lowing the one at which this specialty was 
gained, he adds the ability to fight on a 
wildly swaying ship's deck without losing 
his footing. At the next additional level, if 
he falls into water while wearing a nor¬ 
mally fatal weight of armor or similar 
encumbrance, he can (unless unconscious) 
get free of the encumbrance in time to 
escape drowning. At the third additional 
level, he can perform expertly all the tasks 
of crewing a large seagoing vessel (if pos¬ 
sessing intelligence of 14 or better, he can 
also become a navigator). At the fourth 
additional level, he can swim or paddle a 
boat in perfect silence, enhancing odds of 
surprising enemies. 

Weapon Mastery: This specialty gives 
the piao shih superior skill with one 
weapon (not counting darts, with which all 


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piao shih already have an edge). To have 
this specialty, the piao shih must be 
trained either by a senior piao shih spe¬ 
cializing in the same weapon, or by a 
kensai who uses that weapon. No attack 
bonus is gained, but the piao shih enjoys a 
+1 bonus on his armor class against oppo¬ 
nents using the same weapon type. And, 
for every level the piao shih gains after 
acquiring this specialty, the character has 
a 1% chance of instantly killing any man- 
size or smaller foe he strikes with his 
specialty weapon, up to a maximum 
chance of 10%. No instant kills are possi¬ 
ble against giant-class beings anyway. 
Weapon types should be narrowly defined 
for purposes of this specialty, but more 
narrowly for purposes of the offensive 
benefit than for the defensive benefit. For 
instance, a one piao shih chooses to spe¬ 
cialize in the great bow (daikyu). This bow 
is drawn with the thumb in a fashion very 
different from Western long bows; conse¬ 
quently, he would not gain the instant-kill 
chance if he used an unfamiliar Western 
bow. But he would enjoy his armor-class 
bonus equally against all arrows fired at 
him. If the specialty weapon is of the blunt 
sort (staff, mace, etc.), the piao shih can 
change the instant kill to nonlethal sub¬ 
dual if desired. A piao shih with a dexter¬ 
ity of 16 or better can make both of his 
tactical specialties Weapon Mastery, thus 
enjoying advantages with two weapons in 
addition to his darts. 

Strategic specialties 

Crowd Control: This specialty does 
not apply to combat-morale situations 
except that, if the piao shih's party is flee¬ 
ing from overwhelming odds, this skill will 
serve to maintain some order in a retreat 
that might otherwise become a panicked 
rout. The main purpose of this specialty is 
to prevent quarrels, accidents, and panic 
(in dangerous situations other than bandit 
or monster attacks) among the non-piao 
shih in a caravan. The piao shih having 
this skill can influence any caravan mem¬ 
ber whose experience level does not ex¬ 
ceed the piao shih's own. The number of 
persons who can be so influenced equals 
the piao shih's charisma score, plus two 
more for every level gained after acquir¬ 
ing Crowd Control. This ability can be 
called upon in many situations, as when 
caravan members wish to explore an area 
that the piao shih knows to be dangerous, 
or when the caravan's food supply is short 
and requires rationing. 

This specialty is not magical; thus, any 
characters being protected by the piao 
shih retain their free will regardless of this 
persuasion. (By the same token, if PCs 
voluntarily obey their piao shih, their 
cooperation is treated as an addition to the 
piao shih's extent of influence as described 
above.) If two or more piao shih having 
this specialty work together, their influ¬ 
ence will be cumulative as to number of 
persons "controlled," provided that they 
give no contradictory orders. At the DM's 


discretion, actions done in obedience to a 
piao shih for the safety of the caravan can 
be exempt from loss of honor they could 
otherwise entail. 

Environment Augury: This skill is 
like the druidic spell predict weather, only 
it includes an ability to predict earth¬ 
quakes and avalanches. The base chance 
for success is 30%, adding 5% for every 
level gained after acquiring this specialty. 

Graphology: In real-world China, 
martial artists of any sort (unless they 
were also priests) were never highly re¬ 
garded socially, even if the nation benefit- 
ted by their deeds; accordingly, they often 
lacked opportunities for nonmartial educa¬ 
tion. To reflect this, every piao shih below 
Master's rank should be considered to be 
illiterate, unless he has a 16 or better 
intelligence or has had some special stroke 
of luck (e.g., the piao shih saves a scribe's 
life, getting reading and writing lessons as 
a reward). If a piao shih is literate, he can 
choose Graphology as a specialty. This 
allows him to comprehend unfamiliar 
written languages at a success probability 
of 1% per point of intelligence, adding 2% 
at every subsequent proficiency level. 

Also, if there is any person whose hand¬ 
writing the piao shih frequently sees (mer¬ 
chant, official, etc.), he will be able to spot 
forgeries of that person's writing. At the 
level after the one at which this specialty 
was obtained, the character has a 5% 
chance (adding 5% at each subsequent 
level) to detect invisible ink or other hid¬ 
den forms of writing. Four levels after 
gaining this specialty, he becomes able to 
create a limited private vocabulary of 
marks and symbols that he can teach to 
colleagues for secret-message purposes. 

Pass Without Trace: This ability 
works like the druidic spell of the same 
name. The character has a 90% success 
probability if traveling on foot, or 60% if 
riding a horse or similar-size mount; this 
assumes that the piao shih is not under 
direct observation at the start of using this 
specialty. Success indicates that normal 
beings will not be able to follow the piao 
shih's trail; rangers and others with special 
tracking skills treat the use of this talent as 
if they were tracking the piao shih 
through the next-worst terrain type (as 
per the appropriate terrain modifiers 
tables). Piao shih are also able to cover the 
tracks of others accompanying them. 

Every person on foot accompanying the 
piao shih (unless also having this skill) 
subtracts 2% from the chance for success¬ 
ful trail concealment; each horse or simi¬ 
lar animal subtracts 6%; and wagons, or 
very large animals, make things hopeless 
unless the caravan is crossing terrain that 
makes trail erasing easy, such as open 
fields covered with snow. 

Four levels after gaining this specialty, 
the piao shih can boost the success proba¬ 
bility by taking one movement turn to 
plant a false trail for pursuers. For every 
level gained from this point on, this ma¬ 
neuver adds 5% to the chance of disguis¬ 


ing the party's true direction; at any level, 
the chance of deceiving a tracker is en¬ 
hanced another 10% if an animal from the 
caravan is sent running in the false trails 
direction. (Note, however, that magical 
methods of tracking can still defeat all 
these tricks.) 

Poison Warding: To acquire this spe¬ 
cialty, a piao shih must have access to an 
alchemist or other character who knows 
and will teach the piao shih how to detect 
and remedy poisons. For every level 
gained after taking this specialty, the char¬ 
acter has a 6% chance to detect the pres¬ 
ence of poison in food and drink, on 
weapons, etc. (reduce the chance to 3% 
per level if the poison is of the sophisti¬ 
cated "split components" variety— e.g., one 
component in the wine, another in the 
meat). Also, from the start, the character 
learns to concoct preventive medicines 
that cure 2 hp of poisoning damage, with 
an additional 2 hp damage cured per level 
after that at which this specialty was 
gained. Each antidote must be specific to a 
particular poison (an antidote good against 
scorpion stings is useless against snake 
venom or poisonous mushrooms). 

Recruitment: This specialty helps a 
piao shih in two noncombatant activities: 
recruiting low-level persons as piao shih 
trainees, and persuading merchants, offi¬ 
cials, and others to do business with the 
piao shih's organization. For these pur¬ 
poses, the piao shih's charisma is treated 
as three points higher than normal, even if 
this means going above 18. (If the piao 
shih uses his superior persuasiveness to 
defraud people in any way, he may be¬ 
come a target for revenge, both by the 
victims and by scandalized piao shih.) 

If new piao shih are trained by a charac¬ 
ter who has gained two or more levels 
after gaining this specialty, they will enjoy 
a 10% bonus on earned experience 
throughout their careers, provided that 
their choices of tactical and strategic spe¬ 
cialties do not greatly differ from those of 
the character who trained them. Finally, at 
whatever time a piao shih having this 
talent first begins his own organization, 
8-32 new recruits will be attracted, plus 
any compatibly aligned piao shih whose 
own original captains have been slain. 

Sensitivity to Scrutiny: This specialty 
cannot be acquired unless the character 
has a 15 or better in wisdom and has had 
some contact with beings possessing some 
type of psionic or magical means of infor¬ 
mation gathering. Such a character has a 
bonus of +20% to his chances to detect 
magical scrying, using the information in 
the 1st Edition Dungeon Masters Guide, 
page 141. The piao shih's base chance to 
detect scrying is 4%, so a piao shih just 
gaining this specialty has a 24% chance to 
detect scrying, with bonus points for his 
intelligence and level of experience. 

Trap Construction: This specialty 
allows the piao shih to install traps around 
a campsite, at the entrance of rooms his 
party may use at an inn, and on chests or 


30 DECEMBER 1990 



other portable containers. Each character 
having this specialty will develop a specific 
repertoire of traps from among the many 
possible types (snares, pitfalls, poisoned 
needles, fixed crossbows, etc.); certain 
traps may become "signatures" for a par¬ 
ticular piao shih organization. The number 
of trap types that a character can produce 
(not counting the rudimentary covered pit 
trap that anybody ought to be able to 
make!) equals the number of points of 
intelligence he has above 10, plus one for 
each level gained after this specialty is 
acquired. The character is not allowed to 
use poison or acid in a trap unless he is 
evil. Four levels after acquiring this spe¬ 
cialty, the piao shih will have become so 
expert at trap-setting as to increase the 
difficulty in disarming them; for every 
level gained afterward, a thief has a 5% 
penalty on the chance to disarm this char¬ 
acter's traps. 

Rules and restrictions 

The piao shih class may seem powerful 
and complex. The complexity, however, is 
chiefly felt by the DM; the players' experi¬ 
ence of piao shih skills should be easy 
enough to take in, while providing a feel 
for the kind of talents Oriental characters 
possess. As for being powerful, the piao 
shih operate under balancing restrictions, 
much as paladins do. 

Piao shih gain their experience points 
primarily by the safe delivery of the peo¬ 
ple, merchandise, and treasure they un¬ 
dertake to protect; this is calculated on the 
same basis as experience credit for any 
other sort of characters if they were to kill 
or capture the people and goods being 
convoyed (subject to a DM's adjustments). 
If a piao shih team does not have to cope 
with any kind of danger, its members gain 
only one-quarter experience credit for the 
people and goods delivered. The safety of 


the caravan counts more than killing ene¬ 
mies; thus, piao shih get experience for 
enemies killed or captured only if such 
actions are directly in the line of duty. 
Otherwise, only half the usual experience 
points are gained. For every person under 
their care who dies or is lost or kid¬ 
napped, all piao shih above 1st level in the 
party involved lose experience points 
equal to the experience-point value of the 
casualty, and the leading piao shih loses 
double that amount. This loss never causes 
a piao shih to lose a level, but it can cer¬ 
tainly delay his attainment of the next 
level. Loss of extremely valuable items 
belonging to clients is treated similarly, 
unless it was necessary to sacrifice the 
treasure to ensure the safety of the clients 
themselves. (Only non-good piao shih ever 
value cargo above lives.) 

The abilities of the piao shih put very 
little emphasis on secrecy and stealth, as 
opposed to spotting the tricks of others. 
Piao shih, while not soldiers in the usual 
sense, identify with the established order 
in their land and operate mostly in an 
aboveboard way. All piao shih are forbid¬ 
den to tell lies or do anything deceitful, 
unless this is necessary for the safety of 
fellow piao shih, clients, or the piao shih's 
own loved ones, in that order of priority 
(piao shih organizations of non-good align¬ 
ment make no allowance for loved ones). 
Piao shih can be expelled from their orga¬ 
nization for getting drunk on duty, as well 
as for mistreating clients or for disobeying 
superior piao shih. Any piao shih who 
willingly helps bandits or actually joins 
them is subject to a death sentence accom¬ 
panied by the most frightful available 
tortures; he also gains no further experi¬ 
ence points. 

Negotiating with bandits and monsters 
for a caravan's safe passage is not counted 
as treachery (unless the piao shih is 


secretly enriching himself by "kickback" 
deals that cost the client excessive 
amounts of treasure). Similarly, under 
some circumstances it may be permissible 
for piao shih (whose element is the open 
road) to exchange information and favors 
with yakuza (whose element is city). Piao 
shih do not consider it their duty to rid 
their world of criminals altogether; they 
only protect, by realistic and pragmatic 
means, the people under their guidance. 

In certain cases of strong provocation, the 
piao shih will take aggressive measures 
against bandits or monsters. If assassins 
try to kill a piao shih Master, and the Mas¬ 
ter learns that they were hired by a rob¬ 
ber chieftain with whom he had always 
negotiated in good faith, the Master can 
rally not only his own organization but all 
compatibly aligned piao shih organizations 
with which he has any contact, for an 
expedition to slay the offending chieftain. 

This potential for intergroup coopera¬ 
tion is dependent on piao shih groups 
respecting each other's rights. As a general 
rule, a new escort organization is forbid¬ 
den to work on a trade route already 
handled by another organization, unless 
the entrenched organization gives its 
consent. This rule will be enforced not 
only by the piao shih subculture but by 
local governments, merchants' organiza¬ 
tion, and possibly even by thieves' guilds 
that fear increased trouble from the new¬ 
comers. A formal duel between escort 
captains might settle a dispute over terri¬ 
torial rights. Any piao shih leader who 
uses treachery to take over another's 
route is liable to the same penalty as one 
who turns to banditry (and, unless he is an 
evil-aligned character displacing a good- 
aligned one, may be deserted by his own 
followers as an expression of their disgust 
at their unworthy leader). Q 


Piao Shih Level Advancement Table 




8-sided dice 

Additional 

Experience 

Level 

Level title 

for accum. hit points 

abilities 

points 

1 

Lookout 

1 

- 

0-2,000 

2 

Sentry 

2 

- 

2,001-4,000 

3 

Outrider 

3 

First tactical specialty 

4,001-8,000 

4 

Escort 

4 

Special negotiating ability 

8,001-16,000 

5 

Senior Escort 

5 

First strategic specialty 

16,001-32,000 

6 

Thiefstopper 

6 

- 

32,001-64,000 

7 

Banditslayer 

7 

Second tactical specialty 

64,001-128,000 

8 

Wayclearer 

8 

- 

128,001-250,000 

9 

Troopleader 

9 

Second strategic specialty 

250,001-500,000 

10 

Marchleader 

10 

Precognition of danger 

500,001-750,000 

11 

Captain of Escorts 

11 

Create own organization 

750,001-1,000,000 

12 

Master of Escorts 

11+2 

- 

1,000,001-1,250,000 

13 

Master of Escorts 

11+4 

- 

1,250,001-1,500,000 

14 

Master of Escorts 

11+6 

- 

1,500,001-1,750,000 

15 

Master of Escorts 

11+13 

Banner morale effects 

1,750,001-2,000,000 

16 

Master of Escorts 

11+10 

- 

2,000,001-2,250,000 

17 

Master of Escorts 

11+12 

Acceptance into aristocracy 

2,250,001-2,500,000 


250,000 XP are required for each level beyond 17th. Piao shih gain 2 hp per level beyond 17th. A piao shih with a dexterity of 18 
can acquire tactical specialties one level sooner than indicated in this chart; one with a wisdom of 18 can acquire strategic special¬ 
ties one level sooner. 


DRAGON 31 






r If you have any questions on the games 
produced by TSR, Inc., "Sage Advice" will 
answer them. In the United States and 
Canada, write to: Sage Advice, DRAGON® 
Magazine, P.O. Box 111, Lake Geneva WI 
53147, U.S.A. In Europe, write to: Sage 
Advice, DRAGON Magazine, TSR Ltd., 120 
Church End, Cherry Hinton, Cambridge 
CB1 3LD, United Kingdom. We are no 
longer able to make personal replies; 
please send no SASEs with your questions 
(old SASEs are being returned with writ¬ 
ers' guidelines for the magazine). 

This month, the sage takes another 
quick spin around the AD&D® 2nd Edition 
game. All rule book references are taken 
from the 2nd Edition versions. 


Will magic resistance stop gaze 
attacks? Can magic resistance stop 
protection from evil spells? How 
would magic resistance affect a pala¬ 
din's protection from evil ability? 

Magic resistance applies only to spells 
and spell-like powers that directly affect 
the magic-resistant creature. Consequen¬ 
tial effects, such as collapsing masonry 
resulting from an earthquake spell, ignore 
magic resistance. Magic resistance applies 
to any effect created through the memori¬ 
zation and casting of a spell, and to spell¬ 
like effects from wands, staves, rods, 
rings, and miscellaneous magical items. It 
does not apply to breath weapons, gaze 
attacks, energy draining, psionic abilities, 
and similar special attack forms; nor does 
it apply to effects that are intrinsic to an 
item, such as the magical "pluses" on an 
enchanted weapon or piece of armor. 

There are many cases where effects fall 
into a gray area, and the DM must rule on 
these as they come up. When in doubt, 
treat any effect that behaves like a spell 
(i.e., that operates when the user does 
something special to create it-concen- 
tiates, expends a charge from an item, 
etc.) as a spell. 

Magic resistance can work against pro¬ 
tection from evil spells; see the section on 
"in place" spells in the DMG, page 67, and 
in the PHB, page 102. However, many DMs 
rule that protection from evil is a special 
case, especially in campaigns where pro¬ 
tection from evil is the only readily availa¬ 
ble defense against magic-resistant 
creatures. This is perfectly acceptable, 
since the power of protection from evil 
can be considered a consequential effect 


by Skip Williams 


of a spell. A paladin's protection from evil 
power probably should be considered a 
special ability not subject to magic resist¬ 
ance, but it could be treated as a perma¬ 
nent magical effect (also see the DMG, 
page 67, and the PHB, page 102). 

If the last charge in a staff of the 
magi is used, are those powers that 
don't require charges still 
operative? 

No, the staff becomes completely non¬ 
functional. If you interpret the rules gov¬ 
erning magical staves (see the DMG, page 
153) strictly, once a staff is drained of 
charges it becomes permanently non- 
magical. However, some DMs allow even 
totally drained staves of the magi to regain 
charges by absorbing spells. 

The rules on scrolls in the DMG 
(page 145) say that a read magic 
spell must be used to discover a 
scroll's contents. According to this 
rule, even a map is unintelligible 
until a comprehend languages spell 
is used to decipher it. Since priests 
have neither read magic nor com¬ 
prehend languages in their spell 
lists, how do priests discover what's 
on a scroll? 

You seem to have found a genuine "hole" 
in the rules. The DM can handle it in sev¬ 
eral ways: 

1. Assume that the read magic and com¬ 
prehend languages spells can be bestowed 
upon the item itself. The caster touches 
the writing, and any single creature who 
can read (in the case of maps) or cast the 
type of spell written on the scroll can 
decipher the writing. Alternately, the 
caster can copy the map or simply explain 
the spell to another caster, who can then 
read the writing himself. 

2. Assume that a tongues spell can be 
used by priests to decipher scrolls, one 
scroll per spell. 

3. Introduce clerical versions of read 
magic and comprehend languages spells 
into your campaign. I recommend that you 
make them both first-level spells in the All 
sphere. 

4. Assume that all priests have a limited 
ability to decipher priestly scrolls on then- 
own. A priest who does nothing else dur¬ 
ing a day might have a chance to petition 
his deity for help in deciphering one or 
more scrolls, provided he can read and 
write. 


Where can I get information on 
herbs for the herbalism profi¬ 
ciency? Just what can a character do 
with this proficiency? How strong 
are the poisons and medicines the 
herbalist makes? 

Check out the article "Wounds and 
Weeds" in DRAGON issue #82 for a quick 
description of several herbs with fantasy- 
game applications. The reference section 
of your local library should also help. 
Herbalism mainly is used to identify plants 
and fungi. A successful proficiency check 
might reveal a plant's most common names 
and whether or not it is edible, poisonous, 
or medicinal. A successful proficiency 
check might also allow the herbalist to 
know where a certain plant grows and to 
find it if any are growing nearby. The DM 
must decide how powerful an herbal 
concoction is. In normal circumstances, I 
suggest that the herbalist be limited to 
mild poisons and weak healing balms. Mild 
poisons include types A, G, K, and O (see 
the DMG, page 73). Herbal healing balms 
might include poultices that heal 1 hp 
damage when applied to wounds, salves 
that allow a resting character to gain one 
extra hit point each day, and the like; 
characters with the healing proficiency 
might be able to use these products with 
greater effect, say to heal 1-4 hp damage 
or gain an extra 1-4 hp per day of rest. Of 
course, if the herbalist has access to ex¬ 
traordinary plants (such as those found in 
rain forests), he would be able to produce 
more potent concoctions. 

There is a player character in my 
campaign who has spent several 
years of game time and thousands of 
gold pieces learning everything 
there is to know about poisons. 

What skills would he have? How 
many proficiency slots would he 
have to use? (I don't think the char¬ 
acter should have to give up all his 
nonweapon proficiency slots after 
all that effort.) How would you sim¬ 
ulate this skill in a game where the 
original AD&D game rules are used? 

The DM should have been thinking 
about this while the PC was busy doing all 
his research. Since the game does not 
contain a poison-manufacturing profi¬ 
ciency per se (herbalism gives an inciden¬ 
tal understanding of plant poisons, but 
many poisons are derived from animals or 
minerals), you'd have to create a new 


32 DECEMBER 1990 



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proficiency. 

Such a proficiency might require two 
proficiency slots and be based on Intelli¬ 
gence -2. Depending on the campaign, 
this proficiency would fall under one or 
more of the following categories: wizard, 
priest, rogue. The character would have to 
expend at least two slots to get the skill; 
the time and effort the character is devot¬ 
ing to learning all about poisons is not 
going to be available for learning lan¬ 
guages or other skills. However, you might 
allow the character to purchase extra slots 
for improving the proficiency once it has 
been bought, but only if the character has 
no other slots available and the profi¬ 
ciency score is not raised above 16. The 
proficiency might allow the character to 
do one or more of the following, at the 
DM's option: concoct any poison on the 
DMG'S poison table (see previous question); 
create entirely new poisons; prepare poi¬ 
son antidotes; recognize the "poison poten¬ 
tial" in any plant, animal, or mineral 
encountered; recognize a poison by its 
effect on a victim. 

The DM must control such a proficiency 
very carefully to maintain play balance. 
Manufacturing poisons should be a long 
and difficult process (check the section on 
potion manufacture in the DMG, page 87). 
Making poison under field conditions 


result in at least a chance for the poison 
maker to poison himself ("Ouch! I've just 
nicked myself with the knife I used to skin 
that tree frog."). Many poisons, particularly 
the very potent ones, should have a "shelf 
life" and would thus lose potency over 
time. They also might be destroyed when 
exposed to heat, cold, light, or electricity. 
Note that poisons are very dangerous to 
store ("Fine, your thief is carrying that 
batch of puffer-fish venom in a leather 
bladder on his belt. But did he remember 
to wash his hands before eating?"). 

The current proficiency system works 
fine with the original AD&D game rules. 
You can use this new proficiency, and any 
other one, with no modifications at all. 

What abilities does the caster of a 
polymorph self spell gain when he 
assumes a new form? I understand 
that the spell-caster gets the new 
form's movement but not its attacks. 
What about extraordinary movement 
such as tunneling or phasing? What 
about types of movement that might 
double as attacks? For instance, can 
a wizard polymorphed into a giant 
frog leap onto an opponent? 

Basically, the polymorph self spell grants 
the caster the adopted form's shape and 


ordinary locomotion. The spell does not 
grant the adopted form's special attacks, 
senses, or magical abilities. The caster is 
not granted enough strength to perform 
extraordinary maneuvers, and the DM 
must decide where to draw the line when 
deciding what abilities the caster does get. 
In your example, a caster who assumed 
the form of a giant frog would be able to 
swim and hop about, but would not have a 
frog's all-around vision or full use of the 
creature's remarkable tongue. It is reason¬ 
able to deny the caster the ability to make 
spectacular leaps, as the spell description 
specifically limits the caster to "normal" 
movement. However, a frog's form is well 
suited to jumping, and the occasional long 
hop isn't out of the ordinary for a frog. 

The caster could jump, but he probably 
wouldn't have the strength or coordina¬ 
tion to make very long jumps (a reduction 
of one-half or one-third would be about 
right—60-90' for a person polymorphed 
into a 50-lb. giant frog) or to make several 
leaps in succession. The caster certainly 
can belly flop onto opponents; resolve 
such attacks using the wrestling table (see 
the DMG, page 59). Similarly, a caster who 
changed into an umber hulk would have a 
very limited ability to burrow through 
solid rock. A caster who took the form of 
a phase spider would get the ability to 


should require a substantial penalty, and 
failure under any circumstances should 



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"Forum" welcomes your comments and opinions 
on role-playing games. In the United States and 
Canada, write to: Forum, DRAGON® Magazine, 
P.O. Box 111, Lake Geneva WI53147, U.S.A. In 
Europe, write to: Forum, DRAGON Magazine, 
TSR Ltd, 120 Oiurch End, Qierry Hinton, 
Cambridge CB1 3LB, United Kingdom. We ask 
that material submitted to "Forum" be either 
neatly written by hand or typed with a fresh 
ribbon and clean keys so we can read and 
understand your comments. 

Gregg Sharp's reasoning in July's "Forum" is a 
bit off. Wizards would not necessarily oppose 
the introduction of gunpowder weaponry. This 
is a commonly held belief (and an RPG staple 
heavily promoted by game designers unwilling 
to write up rules for spells vs. bullets), but then 
look at how many people think that the Earths 
rotation causes its gravity. 

Guns, as he points out, are known as equaliz¬ 
ers. The dainty school marm could easily take 
down the vicious outlaw with a derringer. 
Envision the following miniature: "98-pound 
weakling mage with flintlock pistol." Not all that 
disconcerting an image. I'd say. From the wiz¬ 
ards viewpoint, he can do some undercover 
work and memorize the divination spell to get 
information rather than a combat spell, because 
a couple of pistols in his robes makes up for it. 


Powder-making would definitely fall into the 
sphere of the alchemists' guild, an organization 
with strong ties to mages. The mage who com¬ 
mands troops would want his forces equipped 
with such weapons rather than trying to keep 
them out of everyone's hands. 

More to the point, guns are less dangerous to 
wizards than swords and polearms. Shield and 
protection from normal missiles spells would 
stop a bullet from harming the spell-caster, 
while melee weapons are quite effective against 
these low-level defensive spells. 

Fire-based spells are devastating against 
characters carrying powder. Come to think of it, 
so are water-based spells. 

Gregg also overestimates the ability of a world 
to make technological breakthroughs. All it 
takes to make a Yankee Clipper is wood, nails, 
rope, creosote, and a few hundred other items, 
all of which were known to ancient Egyptian 
shipbuilders. This is why, a few decades after 
they first made seagoing vessels, the Egyptians 
had clippers, sailed throughout the world, and 
conquered the lands they found as a matter of 
course, so Thebes ruled every square inch of 
the planet for millennia. 

Oh, you mean that having all the pieces of a 
jigsaw puzzle doesn't mean the puzzle gets 
solved? That the rule of Pharaoh was long over 
by the time the technical problems had been 


worked out? That maybe, just maybe, munitions 
research and development will take as long to 
develop in an AD&D game world as it did in our 
own (or perhaps longer, if the assumption that 
resources spent on magical research delay 
scientific progress is correct)? 

In theory, nations that have been operating as 
long as those in some campaigns ought to be far 
more technologically advanced than they are. 
Five-thousand-year-old dwarven empires ought 
to have gotten well past our current technology, 
not be several centuries behind us. 

The cynic might point out that this situation 
exists because of the game designer. However, 
might not the gods be at work here? 

Powder research is dangerous enough. Add a 
little divine sabotage to retard the pace of 
weapons development, and it might be 10,000 
years before a society with matchlocks gets 
around to gatling guns. 

S. D. Anderson 
Whittier CA 

In issue #159, Dan Howarth wrote in to say 
that computers are going to be a part of this 
world. This basic idea I agree with, and I also 
enjoy playing fantasy computer games such as 
The Bard's Tale. The idea that computers as GMs 
are equal to or even better than humans is 
harder to swallow. And a statement like, "Plenty 



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of imagination can be used while playing a good 
computer RPG" is in need of challenging. 

By definition, the computer program can 
allow one to do only what has been allowed for 
by the programmers. Have you ever tried to 
write a module detailing contingencies for every 
possible or probable character action? That is 
one good reason to have GMs: They have the 
spontaneity and common sense to deal with a 
player's desires. How can you tell a computer 
you want to use a stinking cloud spell defen¬ 
sively instead of offensively, or that you want to 
try a different bargaining tactic, or that you 
want to tie up a prisoner with your whip and 
ask him who he works for, what his job is, what 
his boss is up to, and who the new king in 
Carminos is? 

Computer games, in my experience, are fun 
for fighting monsters, hoarding treasure, and 
maybe solving some brain bogglers that have 
been programmed in. Games like Ultima V that 
include limited conversation go slightly beyond 
this level, but there is no way you could tell the 
computer you wanted to set up a bar in one 
town in order to bring in rumors and keep a 
close watch on a citizen you suspect of murder, 
while paying a beggar to bring in news from an 
adjacent town, just in case. This would be a very 
easy thing to do in a regular campaign world. 
Computer games work only along set lines. 

In an actual campaign with a human GM, 
when the players go off following a false lead, 
the GM might remember and insert a plot he 
saw in a movie. In the middle of this side adven¬ 
ture, the party gets into a fight with ores in a 
lark alley. One adventurer wants to fly over the 
ores and land on one. Another casts light on the 
inside of his mouth, opens wide, and tells the 


ores to flee or face the wrath of the great de¬ 
mon Tsek'corfath. The third adventurer hefts 
his shield and wants to pin an ore to the wall. 

The GM can deal with all of these creative ideas 
quickly and readily. Depending on how play has 
gone so far, the amount of caffeine he has 
recently consumed, and countless other factors, 
the DM could decide almost anything. The 
computer would flash up on the screen, "How 
do I 'Let's fly over the ores and land on one?' " 

So much for that idea. 

One's relationship with one's character is part 
of the interaction in the game, of course, as 
stated in Mr. Howarth's letter. Interaction with 
the other players and characters adds another 
dimension to the game. ("That %&*@#?! kender 
glued my sword into my sheath again!") In a 
game like The Bard’s Tale, all fighters fight, hour 
after hour, and I really can't see how you can 
identify with the distinct vacancy where a 
personality should be. In a game like Ultima TV, 
one has a personality, but if one wishes to win 
the game, the personality must be a perfect one 
and therefore the same as the next person's, 
and the next, leaving only small room for role- 
playing in comparison to a regular game. 

I would like to say again that I enjoy computer 
games, as each is a complete world different 
from the next, and there are some very interest¬ 
ing problems and creatures in each. However, I 
feel that they fulfill an entirely different need 
than actual participation in an RPG. 

Toby Myers 
Hamilton NY 

I agree with your editorial on "Ten Good 
Things About Demons" in issue #157. They are 
the baddest of the bad. I am a mother, and I for 


one would like to see one of these "Angry Moth¬ 
ers" [see "The Game Wizards,” issue #154] try to 
play a paladin and see if she could stay on the 
straight and narrow path without messing up, 
as I have seen the kids do. I mean, you [TSR] 
took the best reason for a paladin character to 
exist and threw it out the window over some 
narrow-minded mothers with no control over 
their kids. You can put the undead to rest only 
so many times before it gets boring. Yes, there 
are other evils to conquer, but the cream to a 
paladin's career is the ultimate evil: a major 
devil or demon. 

I became interested in the D&D game and the 
AD&D game when my oldest child was seven 
and wanted to play this role-playing game called 
"Dungeons and Dragons." Well, I bought the 
beginner boxed set, and we both learned to¬ 
gether with the help of my husband. I now DM 
a game once a week for my husband and our 
friends; sometimes its just the family with the 
youngest now playing. If parents take active 
parts in their kids' likes and dislikes, they may 
find a tool with which to teach their kids morals 
and right from wrong instead of trying to blame 
a big company for their own shortcomings. 

I was upset when I learned that there weren't 
going to be any demons and devils for the 
AD&D 2nd Edition game. I was looking forward 
to some new nasties from the lower planes. 
Couldn't you go ahead and put out a Monstrous 
Compendium appendix of just demons and 
devils, and print a warning label on the outside 
of the package? That way, if these mad mothers 
don't want their children to have it, then they 
just don't let them buy it. And if they haven't 
the control over their childrens' buying, then it's 
their own problem and no one else's. Please take 


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DRAGON 37 






my idea under serious consideration. Thank you 
for your time and trouble. 

Jeannine Cochran 
Edwards AFB CA 

I write chiefly in regard to a couple of ideas 
within "Forum" of issue #155. The first one is 
Gregg Sharp's excellent idea of incorporating 
Japanimation into campaigns. Many gamers are 
also involved in Japanimation, with the explo¬ 
sion of giant robots into facets of gaming, com¬ 
ics, television, and collectibles. However, 
Japanimation remains a mystery to all but the 
stoutest of fans. Therefore, I commend Mr. 

Sharp for his well-written and helpful thoughts. 
He mentioned anime that I'm not familiar with. 

I can't speak for all coasts, but up here in 
Massachusetts we've got some new anime clubs, 
including the Boston Japanimation Society that 
meets regularly on the campus of UMASS 
Amherst. And, concerning the other coast, 
every fan dreams of attending a BAYCON. 
Anyway, I'd like to clear something up concern¬ 
ing transformable mecha and RPG robots: Who 
came first, and who was "inspired" by whom? 

The original version of Robotech (or as close 
as one can get because the original was in fact 
three different Japanese series) in RPG form 
was produced by R. Talsorian Games and was 
called the MEKTON* game. Now there is a 
revised MEKTON II* game. Then Palladium 
came along and started marketing the official 
ROBOTECH* RPG. Palladium produces a lot 
more material than R. Talsorian, advertises 
more, and even sells/distributes videotapes of 
Robotech (The Sentinels). With little doubt. 
Palladium's game is the American giant- 
transformable-mecha RPG. 


Then FASA came into play with giant robots 
called 'Mechs. However, they do not transform, 
so they're not really like "robotechnology" at all. 
What I want to clarify is Mr. Sharp's statement 
that series like Gundam (Mobile Suit Gundam, 
War in the Pocket, ZZ Gundam, Char's Counter¬ 
attack, et al.), which use giant robots, "have 
suspicious similarities to BATTLETECH game 
'Mechs." The truth is, Japanimation came first. 
Giant robots have been on Japanese cartoons 
for more than a decade, and the designs by 
their creators are more than two decades old in 
some cases. 

I would also like to mention the Captain 
Harlock series, because it's great for science- 
fiction campaigns in which giant space cruisers 
and battleships soar through the sea of stars. 

The film Vengeance of the Space Pirate (the 
Japanese version is My Youth in Arcadia) specifi¬ 
cally deals with Harlock's rebellion against an 
Earth taken over by an alien race. The series 
Captain Harlock and the Queen of a Thousand 
Years deals with his fight against an alien race 
that is trying to take over Earth as well as 
against a blundering Earth government that 
refuses to believe the aliens even exist. Harlock 
is a pirate sworn to his own flag and dedicated 
to defending Earth; he is denounced by the 
government and legally is a criminal. 

Kildare Bangore 
Webster MA 

I'd like to thank Alex Iwanow for his wonder¬ 
ful letter to "Forum" in issue #157. I am often 
worried that, when I go to any big tournament, 
someone will blame every mistake in the game 
on me. I wish all gamers would realize that 
younger people enjoy playing, too, and are often 


just as good or better than some of the older 
gamers. I'm only 13 but have played D&D 
games for a long while. I began to play the 
AD&D game after about two months of playing 
the D&D game. I also play TOP SECRET/S.I.™, 
BOOT HILL®, GAMMA WORLD®, BATTLE- 
TECH*, ROBOTECH*, and other games, so it's 
not like I don't know how to role-play. 

So thank you, Mr. Iwanow, for defending us 
younger gamers. 

Patrick E. Baroco, Jr. 

Centreville VA 

We are writing to express our feelings about 
the absurd suggestion that children should not 
play the AD&D game. We have been playing 
since we were seven years old. 

Our Dungeon Master is very creative, but his 
campaigns are not too complicated. It is our aim 
to become Dungeon Masters when we are old 
enough. We don't think this game is too violent 
for children-at least it doesn't have to be. Our 
parents agree with us. 

We all agree that the AD&D game expands 
children's imagination and creativity, and it 
helps develop self-expression and builds self- 
confidence. 

Thank you. 

Leah Carson, age 11 
Sarah Carson, age 10 
Jason Kondrk, age 11 
Hopelawn NJ 

* indicates a product produced by a company other 
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AriworK by Jim Holloway 


The 

Voyage 

of the „ 

PrimcesS 

ARK 

Part 11: The return home . . . almost 


by Bruce A. Heard 


This series chronicles the adventures of 
an Alphadan explorer and his crew as 
they journey across the D&D® Known 
World in their skyship. The information 
herein may he used to expand the D&D 
campaigns using the Gazetteer series. 

[iHOFn CtKjOMRMAiiOr 

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LobO AS mi ml of ihe UTik^ixiki Cmpwit 
CiPTAJn Of IK Gveft-VlCUMHOUS 

aj?k 

liuiHjaial tJtiJiauKB', ctCr:., <lc 


Alphamir 26, 2000 AY: The sound of 
creaking wood slowly woke me, as the 
solar winds softly rocked the Princess Ark. 
I have slept little despite the long hours of 
reflection and anguish that have followed 
the last incredible events. I shivered in the 
cold air and thought of what seemed to 
have happened only a day ago. 

Somehow, Synn had anticipated the 
presence of a nebular storm near the 
Hollow World's gate. It ripped the very 
fabric of time, and the Princess fell 
through. According to my estimations 


based on the relative position of the stars, 
we have jumped 34 years into our future. 

I fear what may await us below, in our 
new world. 

I conjecture that the wretched dragon 
waited all those years, meditating on her 
revenge. Synn must have returned to 
Myoshima exactly 34 years after abandon¬ 
ing the Heldannic wreck, recovered Lady 
Abovombe from the Myoshiman gaol, and 
returned her to the Princess Ark as the 
ship emerged into this new era. The hap¬ 
less woman spent years in misery and 
hardship, obviously thinking that I had 
abandoned her to her captors. 

I have a magical cure for Lady 
Abovombe's current age, but I am afraid 
that a much deeper wound may linger in 
her heart—and mine. It pains me to think 
that Lady Abovombe would doubt my 
feelings toward her. I suppose this is what 
that wretched Synn had in her twisted 
mind all along. Such a hateful and gratui¬ 
tous act of cruelty speaks eloquently of the 
night dragon's utter evil. 

Not only this, but Myojo suffered greatly 
during the last battle. The brave warrior 
had followed Synn closely prior to her 
treachery. He must have sensed her 
wicked intentions and attempted to stop 
the night dragon. But she turned against 
him and easily defeated him. It took many 
hours of praying and great skill from 
Talasar to pull Myojo back from the very 
threshold of death. 

So be it. Rolf may be dead, but Synn has 
replaced him as a foe that I must destroy. 
But first, patience and time will be needed 
to regain Lady Abovombe's heart. I must 
find this elixir at once. 

Alphamir 27: Again, Myojo's life came 
close to an end. As I left my quarters on 
my way to see Lady Abovombe, I noticed a 










furtive shadow quickly entering Myojo's 
cabin. I knew it couldn't be my feline 
companion, since he was quite feeble and 
still recovering. I crept up to the door as 
quietly as I could—quietly for a wizard, 
that is. 

Three intruders were in Myojo's cabin, 
dressed in black from head to toe. One 
was poised to strike at Myojo's chest with 
a short sword. The two others spotted me 
and threw curious little metal stars at me. 
One got stuck in the wooden door, while 
the other grazed my throat. Almost in¬ 
stantly I spoke a command word, and my 
wand disintegrated one of the two, who 
shrivelled into a lifeless form. Unfortu¬ 
nately, the deadly discharge also damaged 
the wooden bulkhead beyond. 

Immediately, a roar rocked the Princess, 
almost as if the ship had felt the blow 
from my wand. Myojo woke up and in¬ 
stinctively stabbed at the closest of his foes 
with a hidden dagger, while both myself 
and the other intruder lost our footing. A 
short scuffle followed, and my opponent 
ran down the passageway. He didn't go far 
however, as Talasar stepped out of his 
quarters and magically held the intruder. 
About the same time I heard some fighting 
on the main deck, followed by the familiar 
"zap-crack" sounds of boltmen at work. 

The intruders were Myoshiman rakas- 
tas. Another two intruders had freed 
Kenju and Jiro from the brig, but they 
were all intercepted on the deck. All died 
except the one Talasar paralysed and the 
one Myojo wounded. According to Myojo, 
these are trained and highly skillful assas¬ 
sins, probably sent by Lord Katayama. 
Alerted by the recent disappearance of 
Lady Abovombe from their gaol, the 
Myoshimans must have dispatched their 
scouts to seek us out. 

The two survivors would not utter a 
word, but there are ways to pry informa¬ 
tion out with a little talent and magic. The 
tall, wounded survivor was Uisuka-San, 
chief of his clan of assassins. The other 
was his daughter, Kitikata. It was a stroke 
of luck that I left my quarters just as the 
rakastas had entered Myojo's cabin, or else 
my companion would certainly have been 
quite dead by now. 

I, however, released the two with a 
message to Lord Katayama. I informed the 
lord that Herr Rolf of the Heldannic 
Knights had been killed 34 years ago, and 
that his own envoys Kenju and Jiro had 
acted treacherously. One should not hope 
to acquire Imperial friendship with a gift 
in one hand and a dagger in the other. The 
two bowed abruptly and flew away on a 
black-moth ship that blended swiftly into 
the night. 

Alphamir 28:1 met Lady Abovombe 
again. I found her lying near the crystal 
bay, sadly gazing at the stars. She turned 
and watched me silently, with an expres¬ 
sion of resignation in her eyes. Conversa¬ 
tion was difficult, interrupted by many 
uncomfortably quiet pauses. I am not sure 
she truly understands what has happened. 


After all, only our appearance could testify 
to the time lapse. 

I offered her my elixir, one of those 
potions that rejuvenates one's body by 10 
years—but she refused to drink it. She 
firmly believed what had happened was 
the will of the Immortals. I advanced the 
argument that Immortals care little, and 
their will is more often than not that of 
the mortals. But the thought failed to 
comfort her, and she still showed reluc¬ 
tance to drink the elixir. There was little 
else I could do and so retired to my quar¬ 
ters. Time had betrayed her, yet time 
perhaps would heal her sorrow. 

Sulamir 1: At last, the familiar coast¬ 
line of Alphatia could be observed 
through the clouds. Everyone was very 
tense on board. The news of our time 
shift had reached the crew. Talasar was 
skillful in explaining the situation to all— 
their relatives in the Empire would now 
be dead, much older, or have mostly 
forgotten about them. Worse, they ran 
the risk of being arrested for impersonat¬ 
ing people thought dead for decades. It 
will be difficult for the crew to under¬ 
stand and adapt. For my part, I am wor¬ 
ried as to what may have happened 
during the last third century. 

The answer came swiftly as we ap¬ 
proached the aerodrome over Sundsvall. 
Three imperial skyships raced toward us. 
This, at least, had not changed. As ex¬ 
pected of the aerodrome's Crimson Guard, 
they spotted our invisible ship and reacted 
swiftly. I ordered the Haaken colors to be 
hoisted, along with a parliamentary ban¬ 
ner. Two of the crimson airships flanked 
the Princess while a squad of guards re¬ 
quested to come aboard. Much to every¬ 
one's surprise, the guards arrested both 
Talasar and me. We were immediately 
taken to the imperial dungeon under the 
palace. A chill ran down my spine at the 
thought of going to this ghastly place, but 
we had to cooperate in order to see this 
through. 

Sulamir 14:1 was finally granted a 
meeting with the Empress, as befitted my 
rank. Curiously, the palace had changed 
very little during all that time. The guards, 
the customs, and the court were all nearly 
identical to what I was accustomed to, 
except that many of my friends were now 
long dead. One that was still alive did not 
recognize me. 

I was quickly ushered into the immense 
Throne Room. The Empress sat a mere 60' 
from me. Of course, the guards had been 
exceedingly thorough in stripping me of 
my personal belongings. I had also been 
duly "processed" by the court's magists to 
ensure that none of my magic could harm 
the Empress in any way. From where I 
kneeled, I could see a glimmer of magic 
encasing the Empress. That was new. 

The Empress observed me, and I hated 
it. She wasn't merely studying me. She 
was steadily and progressively exposing 
my inner self, almost as casually as one 
would peel a fruit. She was browsing 


through my mind and memories with all 
the delicacy of a gardener's rake. 

"Release him," she ordered abruptly. "He 
is not guilty. Leave us alone." The guards 
left swiftly and closed the doors behind 
them. 

"That was quite a journey. Admiral," she 
began. "Too bad you lost all that time. Your 
presence and knowledge would have been 
useful many years ago." 

I was relieved to see that the initial 
enmity was gone. "May I know what I was 
accused of. Your Imperial Majesty?" 

She smiled briefly, but her eyes re¬ 
mained ice cold. "Simply of attempting an 
assassination on the person of the Heldan¬ 
nic Order's High Priest! I believe you knew 
him as Herr Rolf. When you seek trouble, 
you certainly are thorough in your quest. 
Admiral." Seeing the expression on my 
face, she immediately added "Yes, yes, I 
know you did not do it. Amazingly, how¬ 
ever, I see from your memories that the 
man did indeed die!" 

Something was amiss. How could they 
have known? There were no survivors 
other than the prisoners still in our brig. 
The Empress sighed, motioning me to 
come closer and sit near her. "But how?" I 
asked. 

"My dear Admiral, all isn't so simple. The 
ruler of the Heldannic Order died twenty- 
one years ago—while you were absent 
from the normal flow of history. Wulf von 
Klagendorf, the one you know as Herr 
Rolf, succeeded him and became the High 
Priest. Clearly, someone brought Rolf back 
to life after his death, which you wit¬ 
nessed thirty-four years ago. Since that 
creature of Entropy, Synn, killed him, 

Herr Rolf must have had some ties with 
Entropic Immortals. Or else something 
very strange must be happening 'up there.' 
The Heldannic Knights are followers of 
Vanya, who is not a lord of Entropy. It's a 
bad omen, in any case. 

"You see, no one here at the palace could 
find any trace of you, even through the 
most powerful magic available. The only 
news about your expedition came shortly 
after Herr Rolf became the High Priest in 
Freiburg. An envoy came and declared 
you had attempted to kill their High Priest 
and that you were in hiding. Of course, I 
know the true story now—as amazing as it 
is. You do understand, however, that you 
and your men must avoid any prolonged 
stay anywhere and with anyone. Your 
knowledge of the sky shield and most 
especially of that strange Hollow World 
must remain absolutely secret. Few would 
believe you, but this knowledge is far too 
dangerous to fall in the wrong ears. 

"Now you have a choice. Admiral: Either 
leave and carry on your initial endeavor in 
the name of the Empire, or all of your 
crew, officers, and civilians on board must 
perish at once. Then I will deal with you 
and your first officer in my own ways." 

I had no wish to ask what that may be, 
and I quickly nodded agreement with the 
first option. 


DRAGON 43 



"Very well, then. Carry on. Admiral. 

Your ship, or whatever you call that thing, 
has been restocked. And please, do show 
any Heldannic ships you encounter what a 
true Alphatian wizard can do. Those 
knights annoy me. Farewell." 

Sulamir 15: Bitterness, bitterness: 

That was all I could see in their eyes. The 
crew had been under order to remain 
aboard above Sundsvall during the days of 
my confinement. None were allowed to 
disembark at any time, and now I bore the 
news of our imminent departure. For a 
moment I thought we would have a mu¬ 
tiny on our hands, but my harangue 
seemed to have some effect. The older 
crew members returned to their duties, 
some muttering, others showing outright 
anger in their movements and words. The 
younger sailors followed. 

Suddenly, a sailor broke into tears. He 
screamed and ran for a small floating 
launch. Before anyone could react, the 
young man was already floating down 
toward Sundsvall. A single crimson frigate 
swooped by; much to everyone's horror, a 
blast of lightning shot forth. The man fell 
off the launch's remains and tumbled like 
a rag doll toward the distant earth. A 
deathly silence descended upon the crew. 
Slowly, one after the other, they returned 
to their quarters. That was all. 

Sulamir 19:1 had no immediate plans 
to leave for anywhere, not with the crew's 
miserable morale. I opted for a quick stop 
incognito at Starpoint. We stopped due 
north of the city above a small forest. 
Unseen, the crew left in shifts, all wearing 
civilian outfits and carrying copious gold 
to spend, courtesy of the Princess's trea¬ 
sury. This took five days. I must admit I 
never saw a crew as drunk as this one! But 
that was worth every pop of a cork. None 
of them deserted. They knew they would 
not last long in metropolitan Alphatia. 
Perhaps they feared me even more, for 
they all knew I could easily find any of 
them. The crew was mostly Amburese, 
and that stop in Starpoint went a long way 
toward improving morale. 

Sulamir 25:1 paid a short visit to my 
kin in nearby Ar. They were overjoyed to 
see me again, but were appalled at what 
had happened. All was fine at the family 
domain. They quietly hoped that I would 
someday, somehow, come back and settle 
there for good. That would not be for a 
long time yet. I gathered a few of my 
favorite objects, then returned to the 
Princess. 

In the evening, while unpacking, I acci¬ 
dentally triggered an item of my making. 
The thing had never been fully completed 
nor properly enchanted. It popped. It 
hissed. It rattled. And by the beard of 
Pligzy Gladz, it smoked like the nostrils of 
a sleeping dragon! Soon the room was 
filled with a luminescent, swirling fog. 
That's when I heard something heavy rip 
loose from the overhead beam and crash 
to the floor. 

The smoke cleared—and there was 


Ramissur! Wide-eyed, the man was on all 
fours—naked as a worm, mind you— 
holding a piece a fruit in one hand and 
with a foot tangled up in what was left of 
my bat's cage. He sniffed, squeaked, and 
scurried over to the other end of the 
room. All that time my bat had been none 
other than Ramissur himself! Why am I 
not surprised? 

Talasar did wonders in bringing back the 
human side of Ramissur. The boltman had 
been under Synn's control, acting as her 
eyes and ears all along. The crew wel¬ 
comed him back. By now, nothing could 
surprise them either. 

Indeed, that would end a chapter of our 
saga. After the latest events, it was time 
for the Princess to head for other hori¬ 
zons, and the sooner the better. The sun 
was setting, and once again we headed out 
under the stars. 

To be continued. . . . 

If you have any comments regarding this 
column or the D&D game's Known World 
as designed in the Gazetteers, please send 
your inquiries to: Bruce A. Heard, D&D 
Column, TSR, Inc., P.O. Box 756, Lake 
Geneva WI 53147, U.S.A. We cannot guar¬ 
antee that all letters will get answers, but 
they always get our attention. 

Haldemar of Haaken 

(Admiral, Captain of the Princess 

Ark) 

History: Haldemar was born in 1911 
AY, of pure Alphatian blood, in the King¬ 
dom of Ar. He was raised in the tradition 
of aristocratic spell-casters and spent 
many years of his childhood with his 
uncle, a famous skyship owner in Ar. For 
his tenth birthday, Haldemar was offered a 
small flying sailboat, with which he got 
himself into trouble at every occasion. 

As a teenager, Haldemar became the 
family's accountant. He was brilliant but 
tremendously bored, and over the years 
he developed a propensity for investments 
of a highly speculative nature to spice up 
his life. One financial venture brought 
great anger from his elders when he 
nearly squandered his entire family's 
fortune on a bad investment. Although not 
disinherited, he was promptly cast out of 
his home. 

His taste for adventure and gambling 
brought him aboard a flying casino in 
1933 AY. His nerve allowed him to acquire 
the ship from its previous owner on a 
successful wager. The games were rigged, 
but Haldemar—a hustler at heart—used his 
magical skills (which he had concealed 
when he came aboard) to turn the situa¬ 
tion to his advantage at the pool table. His 
skill and experience of things aerial en¬ 
abled him to embark on a career of excel¬ 
lence on his flying casino, where he met a 
number of very influential nobles. He 
quickly learned to deal with the Alphatian 
society's upper crust. 


A pack of greedy young dragons once 
attacked his ship, seeking wealth, but he 
successfully repelled the air raid when he 
organized the defense of the gambling 
palace. Although the flying casino was 
seriously damaged, he managed to bring it 
to a place where his aristocratic passen¬ 
gers were out of danger. 

Soon after this episode, he was intro¬ 
duced to Emperor Tylion IV, who granted 
him the command of a small flying frigate. 
Haldemar sold the damaged casino at a 
profit and began his duty right after that. 
Haldemar proved to be an outstanding 
commander during the 1959 war against 
Thyatis, and he collected an impressive list 
of treasures. His long career in the Imperial 
Navy eventually led him to the rank of 
Admiral in 1961 AY. He retired shortly 
afterward to avoid life at the palace—which 
he found too dull for his taste—and re¬ 
turned to the family tower with his trea¬ 
sure (and his family's renewed blessings). 

He spent a number of years at the family 
tower, improving his magical skills. After 
studying a mysterious and ancient scroll 
he had acquired during the war, he used a 
one-of-a-kind enchantment to bind the soul 
of a sky wyrm (see later) to the hull of the 
family ship, the aging Princess Ark. Al¬ 
though he did not fully grasp the nature 
and implications of the enchantment, 
Haldemar thus imbued the entire ship 
with the ability to fly, rather than using an 
inordinate amount of separate fly enchant¬ 
ments on all surfaces of the ship. This 
allowed the Princess Ark to fly despite 
heavy damage to its hull, unlike conven¬ 
tional warships. 

Haldemar came out of retirement in 
1964 AY after presenting his new flying 
enchantment to Empress Eriadna. She 
rewarded Haldemar with a commission in 
the Imperial Fleet and bestowed upon him 
the mission to explore distant new lands 
for the benefit of the empire. Empress 
Eriadna provided him with an official Writ 
of Endorsement, allowing him to act as a 
plenipotentiary with newly discovered 
nations and to subsequently draw a per¬ 
sonal excise of 1% on all future trade with 
each of these nations for 10 years. 

Personality: Although a good-hearted 
person, Haldemar betrays a naturally 
chaotic attitude due to his family back¬ 
ground and national culture. Clever and 
quick thinking, Haldemar is a good judge 
of character and an effective leader. He 
has proved many times to be a shrewd 
and tenacious negotiator. 

Haldemar seems conceited when it 
comes to his physical appearance and 
dressing habits. Some at the palace called 
him a dandy, although Haldemar refrained 
from any of his dressing excesses at court. 
This is a facade he often uses to deceive 
others. Cosmopolitan and refined, Halde¬ 
mar is also capable of numerous esca¬ 
pades. His talents as an actor allow him to 
spontaneously mingle with common folk 
without betraying his origins, and he can 
move silently as a thief of equal level. 


44 DECEMBER 1990 




Occasionally whimsical with his peers or 
his foes, Haldemar is fanciful in his way of 
dealing with unexpected problems. He is 
an imaginative and unpredictable aristo¬ 
crat who likes to do things with style. A 
learned man and an adventurer, he seeks 
to discover the marvels of the world and 
bring them to his peers. 

Disposition: Goodwill toward Talasar, 
Lady Abovombe, and Xerdon; Neutral 
toward Myojo, Leo, Ashari, Ramissur, and 
Raman; Antipathy toward Tarias. Halde¬ 
mar is in love with Lady Abovombe—as 
much as an elder Alphatian wizard and a 
hardened bachelor can be. 

Appearance: Haldemar is a typical 
Alphatian, slim, proud, with long black 
hair, pale skin, and deep blue eyes. He 
keeps his hair neatly tied on the back of 
his neck. A few gray hair on his temples 
and wrinkles on his face betray his age of 
51. When on duty on the Princess Ark, 
Haldemar often wears knee-high boots, 
dark blue pants and cloak, and a white, 
laced shirt. 

Equipment Carried: Haldemar's cloak 
contains a number of secret pockets in 
which he conceals magical items and mis¬ 
cellaneous objects. In addition to the cloak 
and a few normal pouches, Haldemar 
commonly carries a dagger +2 of watch¬ 
ing in his left sleeve, a small pouch of 
security at his waist (capacity 200 cn— 
containing an egg of wonder and a wand 
of disintegration), a wand of fire balls (8d6 
hp damage) in his right sleeve, a wand of 
lightning bolts (8d6 hp damage) in his right 
boot, a potion of healing (one dose) at his 
belt, a ring of protection +3 on his left 
hand, a scarab of protection on his cloak, a 
sealed scroll of creation in the cloaks 
lining, a talisman of air elemental conjur¬ 
ing around his neck, a few odd gems, 
gambling tokens from the Lady Luck 
Flying Casino (for good luck), and some 
loose change. Other objects may be found 
in his cabin on the Princess Ark, and even 
more in his family estate in the Kingdom 
of Ar. 

Spells Commonly Memorized: 

Haldemar has several spells of his own 
invention that will be disclosed during a 
later episode. 

Level 1 -Detect magic, floating disk, light 
(x2), shield, ventriloquism 
Level 2 -Invisibility, knock (x2), phantas¬ 
mal force, web 

Level 3 — Create air, dispel magic, haste, fly, 
protection from normal missiles 
Level 4 - Dimension door (x2), polymorph 
self, remove curse, wizard eye 
Level 5 — Animate dead, hold monster, 
passwall, telekinesis 

Level 6 - Geas, invisible stalker, projected 
image, weather control 
Level 7 -Magic door, reverse gravity, sum¬ 
mon object 

Level 8 — Force field, travel 
Level 9 -Contingency (20% chance) or 
immunity 

D&D Game Statistics: S 10, I 16, W 

12, D 17, Co 11, Ch 15; 21st-level Wizard, 


AC 4 (with Dex); hp 35; MV 120'(40'); #AT 
1 (dagger +2 or spell); Dmg by weapon 
type or spell; Save MU21; ML 10; AL C. 
Languages: Common Alphatian, Ancient 
Alphatian (for poetry and arcane lore), and 
the Ambur dialect. Skills: Astronomy (In), 
Finance and Accounting (In +1), Alchemy 
(In), Gambling (Wi+3), Acting (Wi), Palace 
Etiquette (Wi), Prestidigitation (Dx), 
Helmsman/Captain (In). 

Sky Wyrm 

The sky wyrm is a very large elemental 
from the plane of Air. The front half of the 
lesser sky wyrm is that of a wildcat with 
two powerful paws. Two large feathery 
wings protrude from its back, while the 
other half of the creature turns into a 
long, coiling serpent's tail. The greater sky 
wyrm has the paws and head of a lion 
with a thick mane, being otherwise like its 
smaller relative. All sky wyrms are made 
of shimmering clouds and living air, with 
an overall pearl color with light green 
shadings. 

Sky wyrms are highly intelligent and 
magical, having the ability to create the 
whirlwind common to conjured air ele¬ 
mental. At their option, sky wyrms may 
use the claw-claw-bite combat routine 
instead of the whirlwind. Lesser sky 
wyrms can predict, summon, and control 
weather and control winds at will. They 
can cast the following spells once per day: 
cloudkill, dimension door explosive cloud, 
ice storm, and invisibility. They are im¬ 
mune to electrical attacks. 

In addition, greater sky wyrms have the 
normal spell-casting abilities of a 12th-level 
wizard. They can also spit a lightning bolt 
three times a day that is immediately 
followed with a thunderous roar (save vs. 
paralysis within a 300' X 100' cone). The 
damage inflicted by the lightning bolt 
equals the sky wyrm's current hit points. 
This breath weapon cannot be used simul¬ 
taneously with any of the sky wyrm's 
other attacks. 

Sky wyrms are rare, even in the plane of 


Air. They sometimes serve as mounts and 
companions of greater djinn, but always of 
their own free will. Sky wyrms do not get 
along well with aerial servants and earth- 
type creatures. Lesser sky wyrms abso¬ 
lutely hate spectral hounds and hell 
hounds, and at best dislike all other dog¬ 
like creatures. Greater sky wyrms are 
marginally more tolerant of canine-kind. 
Sky wyrms are otherwise good willed 
although neutrally aligned. 


Talasar, Ecbashur 

(Commander, 1st Officer of the 
Princess Ark) 

History: Talasar was bom and raised 
as a Minaean pirate. At 13, Yodar Jemog 
(Talasar's true name) scored his first suc¬ 
cess when he swam up to an Alphatian 
merchantman and entangled its anchor in 
nearby reefs. Minaean bandits on foot did 
the rest at low tide. Talasar's early life 
consisted of ruthless piracy, spreading 
woe and destruction in his wake. His 
Minaean name became feared on the 
entire eastern Alphatian coast. He was 
finally captured and condemned to be a 
slave for life. 

Eleven years later, he was sold back to 
the Temple of Razud in Starpoint, Ambur. 
The high priest was looking for strong 
minds, and so put Talasar to the test. Tala¬ 
sar endured unspeakable rituals to atone 
for his deeds. But he saw the light and 
honestly embraced the Ways of Razud. 
Talasar finally returned to the seas and the 
skies, making his skills and wisdom availa¬ 
ble to the Imperial Navy. He keeps his 

Continued on page 92 


Errata 

On the map on page 42, in DRAGON® 
issue #161, the directions of east and 
west were reversed on the Hollow 
World side; thus, Devil’s Fork is east 
of the White Peninsula. 


Sky Wyrm 




Lesser 

Greater 

ARMOR CLASS 

- 2 

-10 

HIT DICE 

16**** 

32***** 

MOVE 

60' (20') 

60' (20') 

Flying 

360' (120') 

360' (120') 

ATTACKS 

3 or special 

3 or special 

Breath Area 

nil 

300"xl00' cone 

Breath Effect 

nil 

Stun + lightning bolt 

COMBAT DAMAGE 

1-8/1-6/1-12 

2 -16/2-16/2-24 

Whirlwind 

3-24 

10-80 

NO. APPEARING 

1-4 (1-2) 

1-2 (1) 

SAVE AS 

Fighter 16 

Fighter 32 

MORALE 

9 

11 

TREASURE TYPE 

Px20, I 

RxlOO, I, M, N 

ALIGNMENT 

Neutral 

Neutral 

XP VALUE 

8,450 

48,000 


DRAGON 45 






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LUr. 


Megatraveller 1: 

The Zhodani Conspiracy 
(Paragon Software) 


Megafun with MegaTmveller 1 


Let's talk sound. Amiga, Atari ST, and 
Macintosh II owners all possess computer 
systems that play digitized sounds. These 
sound capabilities are built into those 
machines, and when these sounds are 
incorporated into games, play is greatly 
enhanced. 

Pity then the PC/MS-DOS gamer: His 
standard IBM or clone has a single, minute 
speaker inside the computer case through 
which comes beeps and squeals that do 
little to enhance a game. After playing PC/ 
MS-DOS games for a while, one becomes 
immune to the raucous noises that are 
emitted. 

Thankfully, many developers now pro¬ 
duce games that include a variety of sound 
drivers for the various sound add-ons for 
PC/MS-DOS computers. We've tested sev¬ 
eral of these add-ons, and our favorite is, 
without a doubt, the fantastic Roland 
MPU-IPC-T CPU card, with a CM-32L LA 
(Linear Arithmetic) sound module and two 
MA-12C Roland Micro Monitor speakers. 


The MPU-IPC-T is the next generation of 
sound boards from Roland and is fully 
compatible with all software written for 
the Roland MP-32 sound board. This unit 
delivers as though you had a full stereo 
and sound-effects system in your PC. 

Second in our evaluation is the well- 
designed AdLib board. The AdLib board 
does not possess the wide range of music 
and sound capabilities of the Roland 
product line, but it does offer enhanced 
sound capabilities for gamers. 

Top-notch game publishers such as Si¬ 
erra, Origin, Accolade, LucasFilm, Micro- 
Prose, Spectrum HoloByte, Electronic Arts, 
and others now code their PC/MS-DOS 
games with drivers for several sound- 
enhancement boards, the two most popu¬ 
lar systems being the Roland and AdLib 
boards. Other sound systems, such as 
Covox and the IBM sound board, do not 
have a large following yet. 

The reason for Roland's superiority is 
that this sound add-on operates using the 


highly advanced MIDI (Musical Instru¬ 
ments Digital Interface) language, which 
can be shared by all manner of musical 
instruments. Most of the popular groups 
recording music today do so using MIDI 
between their instruments and the com¬ 
puter to record and enhance play. The 
Roland board, be it the MPU-IPC-T or the 
Roland MT-32, is actually its own com¬ 
puter; it interprets the messages from the 
computer and translates them into MIDI. 

The CM-32L LA module packs the ability 
to produce 32 voices simultaneously. It 
actually can be used as a rhythm sound 
module with eight individual synthesizers. 
It also stores 128 different instruments 
sounds, 30 rhythm sounds, and 33 sound 
effects. With this capability, a full-fledged 
symphony orchestra can be created to lift 
a game to new heights. The CM-32L LA 
module also includes a reverberation that 
adds a deep richness to the produced 
sounds. When playing a game such as 
Sierra's Colonel's Bequest, the once mildly 


DRAGON 47 


















interesting animated cut scenes become 
works of true cinematic art. The musical 
background score and other digitized 
sounds leave the gamer wanting to see 
more scenes between the actual playing 
modules. 

You should consider the Roland MIDI 
offerings if you are a fanatic gamer. Noth¬ 
ing equals its performance in a PC— 
nothing. The Roland units are not 
inexpensive, but they certainly do make a 
marvelous gift for the gamer in your fam¬ 
ily. But watch out: You could become a 
MIDI fanatic! We now have a Yamaha 
keyboard and several software programs 
that teach music and keyboarding. We can 
use the Roland sound board and sound 
modules for somewhat raucous playing. 
We've even tried our hand at music com¬ 
position. Who knows how well we'll do in 
a few more months with the help of Ro¬ 
land and its PC sound enhancement 
products. 

A caution: In PCs, various boards 
cause conflicts. For example, we ha 
board in our PC that drives an external 
Macintosh disk drive. This enables us to 
read and write Macintosh files with our 
PC word processor. We also pack an asyn¬ 
chronous communications card, a joystick 
card, a second graphics board, the AdLib 
board, and a mouse board. Sometimes 
you'll have to remove a board or change 
the jumpers on one or two of your boards 
to ensure the correct operation of a newly 
installed board. In our case, we had to 
remove the Macintosh drive board in 
order for the Roland interface board to 
work correctly. 

We should also say a few words about 
the AdLib board. Currently, far more 
game designers are driving their sounds 
and music using this device than any 
other. The AdLib board is a half-size card 
that fits into one of your PC's slots. In 
order to hear its output, you need a head¬ 
set or speakers plugged into the boards 
audio jack. The AdLib board features as 
many as 11 simultaneous sounds and is 
approximately half the cost of the Roland 
offering. However, when it comes to PC 
sound enhancements, you really do get 
what you pay for. The AdLib board does 
not approach the Roland product in sound 
richness, variety, or quality. Prices for 
these units vary throughout the country. 


Reviews 


Computer games' 

ratings 

X 

Not recommended 

* 

poor 

* * 

Fair 

*** 

Good 

**** 

Excellent 

***** 

Superb 


Paragon Software 

600 Rugh Street 
Greensburg PA 15601 
(412) 838-1166 

MegaTraveller 1: The Zhodani 
Conspiracy 

PC/MS-DOS version $59.95 

We have had the opportunity to experi¬ 
ence both the earliest and the latest ver¬ 
sions of Mega Traveller 1, and we are 
extremely happy to report that Paragon 
Software has corrected a major deficiency 
in the early release. Paragon has created 
one of the best science-fiction role-playing 
games ever for the computer. If you have 
played Game Designers' Workshop's 
MEGATRAVELLER™ system, you'll find 
that this computer version faithfully fol¬ 
lows that RPG. You'll never have to wait 
for a group of fellow gamers in order to 
hunt for the traitor, Konrad Kiefer, and 
stop the Zhodani conspiracy. 

The Paragon game, although complex, 
encompasses a smooth and colorful inter¬ 
face that eases a newcomer's entry into 
this action-filled environment. Not only 
will you become embroiled in encounters 
and battles on various planets, but your 
journeys through space will have you 
wheeling, dealing, and fighting every¬ 
where from planetary orbits to hyper¬ 
space jumps. MegaTraveller 1 offers so 
much detail that a single review cannot do 
this game justice. 

Before we delve into some of the game's 
characteristics, we'll get the only negative 
thing we have to say out of the way. The 
only time you can save your game is when 
you have landed at a starport. This is 
really quite burdensome at times. There 
should be a single hot-key command that 
can save your game at any stage in the 
adventure. You might complete a number 
of critically important actions since the 


last starport save, only to be destroyed by 
an unexpected attack or turn of events. 

Not being able to save at different stages 
throughout the game can cause you to 
become quite frustrated. 

The level of detail in Mega Traveller 1 is 
most impressive. The level of personal 
attachment you have for your five charac¬ 
ters increases as you play the adventure. 
And don't expect to complete Mega Travel¬ 
ler 1 in a few weeks. With planetary sys¬ 
tems, assassins, trading, and combat, it'll 
be a wonder if you can find time to eat 
dinner. 

As mentioned, the character-creation 
process is an absolute treat. You need five 
highly skilled characters to be successful 
in the quest. The computer's character¬ 
making system follows faithfully the 
paper-and-pencil version in GDW's RPG. In 
fact, characters you create in the software 
version are highly playable in the RPG 
version. 

Your five characters are ex-military 
personnel who must save the Imperium 
against the conspiracy of the Zhodani and 
the traitor. Each character should have 
special skills that can come into play at 
various stages of the game. You'll go ad¬ 
venturing in both space and on planets 
whose atmospheres range from hostile to 
Earthlike, so a variety of talents will be 
needed. 

MegaTraveller 1 is basically a menu- 
driven game. Through use of your cursor 
keys or an optional joy stick, you select the 
proper commands. Those who want to 
rush into the game can use any of the 
prerolled characters on the MegaTraveller 
1 disks. For character generation, you are 
taken to a screen where pre-set character 
abilities are randomly assigned a value. 
These values are in hexadecimal notation, 
which means that values from 10 to 15 are 
displayed as letters A to E respectively 


48 DECEMBER 1990 























(e.g.., if a character has a "B" for endur¬ 
ance, that is an 11). We made it a general 
rule to never accept a character who 
didn't have at least three scores of A (10) 
or better and no scores below 7. 

Our first set of characters required no 
less than four hours to create. This time 
not only included making certain their 
ability roles were appropriate, but ensur¬ 
ing their military training and schooling 
met the need for diverse s kills . We went 
through 18 generated characters just to 
obtain the finest pilot we could. 

Once your ability scores are set, you 
must decide to either enlist your character 
in one of the five services or allow him to 
be drafted. The Navy and the Merchants 
are the hardest services to enter, while the 
Army and Scouts are the easiest. Promo¬ 
tions are fastest in the Army but nonexist¬ 
ent in the Scouts, and survival rates are 
lowest in the Marines. (We recommend 
that each of your five characters come 
from a different branch of the military.) 
The higher your rank and the longer your 
service, the greater the amount of your 
retirement pay. Also, upon discharge or 
retirement from the service, you earn 
additional benefits. 

When in the military, the number of 
skills a character receives is determined 
by his service. You'll receive one skill for 
each term served, except for Scouts, who 
receive two skills for each term of service. 
You'll also receive an additional skill for a 
promotion. For special duty assignments, 
another additional skill is received. Re¬ 
member that when you submit your char¬ 
acter to a service, he will automatically 
learn some basic skills. If your education 
score is eight or higher, you'll be able to 
select skills from the Advanced Education 
Table. We never allowed a character to be 
created who did not possess a score of at 
least eight in Education. 

The adventure finds your five charac¬ 
ters in a bar, where they are contacted by 
a Transom agent. She is a special investiga¬ 
tor for Sharushid Megacorporation and 
names Konrad Kiefer as a traitor. He is 
planning to aid the Zhodanis in a surprise 
attack against the Imperium that could 
lead to yet another destructive Frontier 
war. She hands the group a decoding key, 
a holographic data-storage device, and 
one-half of an Imperial seal. She tells you 
that these objects must get to a bar called 
the Supernova on the planet Boughene 
and be given to Arik Toryan. In return, 
he'll hand you a second decoder key and 
more instructions. You also receive 30,000 
credits from the agent, who tells you that 
a starship. The Interloper, in the starport 
possesses a Jump-1 drive. However, in 
order to reach Boughene, you've got to fit 
a Jump-2 drive—and believe us, there's a 
lot of adventuring ahead before you can 
even begin to think about a Jump-2 drive. 

Suddenly, a disreputable gang surrounds 
your table, and it's time to save your skins. 
The agent distracts the gang, and your five 
characters quickly exit the bar—where 


Flood (Bullfrog Productions) 

you come under fire! This is where the 
one major problem arose in the earlier 
version of this game, but that has now 
been solved. Combat was in real time. 
While you flipped from character to char¬ 
acter, trying to get each individual to select 
and fire at a target, the opposition contin¬ 
ually shot and hit your party members. 
While you were coordinating party mem¬ 
ber #l's actions, poor old party members 
#2 through #5 were stationary and getting 
clobbered. Now you simply use the tab 
key to identify your character's target. 
Once the target cursor is over your target, 
you hit enter. You then cycle through the 
remaining characters, identifying the same 
or other targets for each individual. Now, 
no hostile fire destroys your painstakingly 
created characters. Once you've issued all 
the orders, you press the O key and the 
action takes place. 

Our strongest recommendation is that 
you Regroup your party once it comes 
under fire. Rim like heck to the right and 
find sanctuary in the shops you'll locate. 
Equip your starship: Buy a better weapons 
system, and get those computer programs 
that must be loaded before your ship can 
accomplish much of anything. We'll cer¬ 
tainly be offering tips in "Clue corner" for 
this massive adventure during the coming 
months. 

One additional proviso: Make certain the 
joy stick you use is calibrated correctly. If 
you use a joy stick and it malfunctions, 
you might as well reboot. You won't be 
able to make the menu selections you 
want, as the cursor will jump all over the 
selection screen. 

If you own a PC/MS-DOS machine, con¬ 
sider yourself a moderately experienced 
gamer, and enjoy science-fiction RPGs, 

Mega Traveller 7 is a purchase you must 
consider mandatory. If a hot-key, save- 
game feature was added, there's no doubt 


that Mega Traveller 1 would become infi¬ 
nitely more attuned to a gamer's needs. 
Hang on to your Jump drives; Mega Travel¬ 
ler 1 is a great offering. 


Bullfrog Productions 

(distributed by Electronic Arts) 
1820 Gateway Drive 
San Mateo CA 94404 
(415) 571-7171 


Atari ST version $39.95 

So, you want arcade action that will 
require hours and hours to eventually 
succeed? Then you've got to try Flood. The 
game's premise is a little weird. You're 
Quiffy, a Blobbie, and Bulbous Headed 
Vongs and Psycho Teddies are intent on 
wiping out all Blobbies. Not only are these 
vicious warmongers trying to pounce on 
Quiffy, but millions of gallons of water are 
also pouring into the caverns where he 
lives. As Quiffy and his kind cannot 
breathe water, there's trouble ahead. 

Quiffy must explore each cavern and 
collect all the trash on that level. Once a 
level has been cleared of trash, he can 
move on to the next level. There are 36 
regular levels and six special levels built by 
the Vongs, all guaranteed to drive your 
joy-stick-using, sweaty-palmed self bon¬ 
kers. Add in creatures like the Ghost, 
Vacuous Gombos, Snails (though slow, they 
cause damage unmercifully), and Plonkin 
Donkins, and you've got to stay alert on 
every step of each level to survive. 

You have three lives to start with, and 
you've got to make it to the surface to 
evade the water and the nasties. You'll find 
such helpful items as grenades and boom¬ 
erangs that you can use to eliminate some 
of your opposition. Flood guarantees all 
arcade players a great time trying to fig- 


DRAGON 49 











Flood (Bullfrog Productions) 


ure out the best way to advance through 
the levels while evading water and beast- 
ies. Although not a totally original arcade 
adventure, it is definitely one of the best 
we've seen on the Atari ST (We also at¬ 
tempted a review of the Amiga version, 
but the program continually crashed when 
moving from the first to the second level 
of play.) 



Bloody Wolf (NEC) 


NEC 

1255 Michael Dr. 

Wood Dale IL 
(708) 860-9500 

Bloody Wolf ***y 2 

NEC TurboGraphx-16 version $61.99 

In this action game, you must rescue the 
President from terrorists. You become 
Bloody Wolf and enter the terrorists' terri¬ 
tory to effect the rescue. 

The action takes place with a top-down 
perspective. Armed with a machine gun 
with unlimited ammunition and grenades, 
you enter buildings, caves, and trucks in 
hopes of rescuing hostages and picking up 
such items as magnum grenades, shot¬ 


guns, flash bombs, bazookas, and flame 
throwers. A life gauge tracks the number 
of hits you can withstand before dying. 
Medicine and muscle-enhancement pills 
heal and increase your life gauge. At the 
end of each stage of the rescue awaits a 
terrorist boss who must be eliminated 
before you can continue your adventure. 

Although this game is hardly original 
and is hardly one of the best NEC games 
we've played, there is plenty of action to 
keep any warmonger happy for some 
time. The graphics are quite good, al¬ 
though they do flicker and sometimes slow 
down when too many sprites are present 
on the screen at once. Other NEC games 
are better than this one, but Bloody Wolf 
should be added to your NEC Turbo- 
Graphx-16 game library if you enjoy blow¬ 
ing terrorists off the Earth. 


Something extra 



The Animation Studio (Walt Disney) 


Normally we don't discuss programs 
other than entertainment software. How¬ 
ever, we have run across such an out¬ 
standing program that we have to mention 
it. Amiga users, if you are interested in 
furthering your drawing and animation 
skills, we recommend The Animation 


Studio, from Walt Disney Computer Soft¬ 
ware. This outstanding animation program 
is suited for use by both novices and expe¬ 
rienced animators. Priced at $179.95, you 
see not only the cel you're working on, but 
the previous three cels, which makes for 
smooth-flowing animations. With an expo¬ 
sure sheet, you become the editor and 
director of your animation, and decide the 
order and timing control of each cel. 

All initial drawing is done in "ink" (black 
and white) and, once you're satisfied with 
your animation, you use the program's 
ink-and-paint program. You fill your 
drawn objects with as many as 32 colors 
out of a possible 4,096. You can even add 
music and sound to your finished product. 
Sample Disney animations are included. 
You can modify these characters any way 
you wish. 



The Animation Studio (Walt Disney) 

There's also a Disney animation competi¬ 
tion, with the grand prize being a trip to 
Disney World. We recommend you check 
this software out at your local Amiga 
retailer for a view of a stunningly simple- 
to-use but enormously effective animation 
program. 


The ButfghtN 


This new section discusses software 
with which we have had problems. This 
does not necessarily mean you will have 
problems in running these games on your 
computer, as a problem could arise during 
the software disk duplication process that 
affects only a small number of copies. 

You might also have a solution for prob¬ 
lems we identify that deal with copy 
protection schemes or other coding 
inaccuracies. We do recommend that you 
test these games at your local retailer 
before purchasing them, just to make 
certain they are in proper working order 
before taking them home. 

Bad Blood 

(Origin, 512-328-0282) 

On PC/M5-DOS 80286 clone, EGA board 

Humes battle Muties in this post-nuclear 
holocaust adventure for PC/M5-DOS com¬ 
puters. Add in one of the most stunning 
and original musical scores coded for the 
Roland MT-32 sound system, and Bad 
Blood should be a winner. 

Unfortunately, we have now tested two 
production copies of the game and con- 


50 DECEMBER 1990 
















Now in pa perback 

DRAGON WING 

Volume I of 
The Death Gate Cycle 


MARGARET WEIS & TRACY HICKMAN 

The mosL startlingly imaginative series yet from the bestselling 
creators of The Darksword Trilogy and Rose of the Pro phet! 


ELVEN 

STAR 

VOLUME II 

Dragon Wing, the first volume at The Death Gate Cycle, took you to Arianus, 
the Realm of Sky, Now Elvm Star, the second book of this dating series, 
takes you to new heights of adventure In Pryan, the Realm of Fine. 

4 \\ rare treat... a truly original “Ihstinctive, richly imagined.„ * 

world. „ + . F4>ic Storytellers 77)4? Death Gaia Cycle is off to an 

Margaret Weis and Tra^' Hickman imposing slartf —Dragon 
, -. take world-building to a new 
level of artistry and complexity/ 1 
—Stanford Daily 


* BANTAM HARDCO^TiR 





















stantly ran into fatal game crashes. All 
attempts were made after using the pro¬ 
gram's "install" utility to copy the required 
files to our hard disk drive. When we 
booted the game, it got as far as the sec¬ 
ond game screen, then crashed with an 
explosion of color. The Roland MT-32 
boomed the fantastic score right up to the 
point where a nuclear bomb blast obliter¬ 
ated the view on our EGA monitor. 

We called Origin and received a second 
set of disks. Again, we followed the instal¬ 
lation instructions. The first three times 
we booted the game, we never were able 
to proceed beyond the opening title 
screen. The Roland music continued to 
play, raising our hopes that perhaps we 
had installed the game incorrectly. 

We reinstalled the game and, lo and 
behold, got beyond the opening screens 
and were able to select "1-Play a new 
game." We proceeded through the brief 
introduction to the screen where you 
must select one of three "tuffs" as the 
character for the adventure. Then, once 
the character was selected, there was a 
screen refresh and clear, and—nothing but 
a blinking cursor in the upper right hand 
corner of the screen. There was no exit 
from this horrible situation—CTRL-C, 
BREAK, ESC, CTRL-Q, nothing. We had to 
turn off the computer. 

We attempted to break through this 
barrier four times and then, with a sigh of 
disappointment, gave up on the adventure. 
We can only hope that others have been 
more successful in running Bad Blood. 

The Dark Heart of Uukrul 

(Broderbund, 415-492-3299) 

On PC/ MS-DOS 80286 clone, EGA board 

Are we frustrated! Dark Heart initially 
appeared to be a fantastic conversion. 

With EGA graphics, a great plot, twists 
and turns, we felt as though we had found 
a game to rave about. Your party of four 
(consisting of a fighter, a paladin, a priest, 
and a magician) must search an enormous 
underground city to destroy Uukrul. Uu¬ 
krul is evil incarnate and intends to subju¬ 
gate the city of Eriosthe. 

You create your adventurers by answer¬ 
ing four questions for each of them. Your 
answer dictates how strong or intelligent 
each will be. This is a unique system of 
character creation, similar to the manner 
in which Origin has you generate Ultima 
VI characters. 

With auto-mapping. Dark Heart is off to 
a strong start. You can always check your 
map simply by tapping M when you're in 
the game. And you can save and back up 
your game whenever you wish. There are 
plenty of corridors and rooms to explore 
and puzzles to decipher. Finding the keys 
at the start of the game gives you a feeling 
of exhilaration; you actually have a chance 
of winning! 

You'll recall how we continue to harp on 
copy protection methods and how they 
can ruin a great adventure. Well, Broder- 
bund's copy protection is built into the 


game itself, so that you don't actually 
realize it's copy protection until you fail to 
correctly bypass it. 

Throughout Eriosthe are places called 
Sanctuaries. These enable your characters 
to rest and restore their hit points and 
vitality. The latter is absolutely necessary 
for magic casters and clerics in order to 
perform spells. 

When you enter a Sanctuary, a six- 
symbol code appears on the screen. You 
must grab your four-page Soul Amulet 
(which is hard to read, as it is on rust- 
colored paper) and must then decipher 
each symbol and find its English equiva¬ 
lent. The first symbol specifies which of 
the pages to look at. You'll note there are 
five increasingly large concentric circles. 
Within each circle are various symbols. 

You start in the center circle and match 
the second on-screen symbol with a sym¬ 
bol in the first circle. You then enter the 
English letter that adjoins the found sym¬ 
bol. By tracing outward from this letter, 
you enter the second circle. You then look 
for the third symbol of the code and again 
equate it with its English letter equivalent, 
which is entered into the game. This con¬ 
tinues until you have found all five of the 
codes. Then you press ENTER; if luck is 
with you, the typed-in name of one of the 
Ancients flashes, and you have gained 
access to the Sanctuary. 

All was going well for us. We were hav¬ 
ing a grand time fighting rats, bats, skele¬ 
tons, and goblins using the automapping to 
check out large areas that seemed ripe for 
secret doors, and had found the Sanctuary 
of the Ancients, Urtas. 

Bounding onwards, we traced our way 
into a long corridor and cautiously opened 
door after door. We finally found the 
second Sanctuary, Urlasar, the Sanctuary 
of the Village. And this is where we met 
our game-ender. 

The code appeared on-screen and, try as 
we might, we could not enter the correct 
English letter equivalent. We studied the 
Soul Amulet and attempted every combi¬ 
nation we believed possible, all to no avail. 
We even tried Soul Amulets with different 
first-symbol origins. We traced each sym¬ 
bol, double-checked our entries, double- 
checked the routes taken from one circle 
to another, double-checked our double¬ 
checking, and continually came up with 
the same code identifier—the code that the 
program would not recognize. 

We finally had to surrender and move 
on to another adventure. This was ex¬ 
tremely disappointing, as Broderbund had 
released what, until that Sanctuary, was a 
great adventure game. Now all was lost. It 
is possible that we had continually erred 
in our ways and had entered an incorrect 
code, but as experienced adventure 
gamers, we just don't see how such is 
possible after working on those symbols 
for three-quarters of an hour. Perhaps 
others have crossed successfully into the 
Sanctuary of the Village; we certainly hope 
so. But to us, it appears as though a copy 


protection method has stunted yet another 
game's promising potential. If you have a 
more enlightening experience with Dark 
Heart, we'd like to know about it. We just 
don't see how such a potentially great 
adventure could block gamers in this 
manner. 

News and new products — 
computer games 

Accolade (408-985-1700) has reached an 
agreement with Horro Soft to publish and 
distribute its newest computer game, 

Elvira, Mistress of the Dark. Featuring the 
sultry Elvira, the game leads players on a 
ghostly and grisly role-playing adventure 
through a demon-filled medieval castle. It 
seems as though Elvira's recent renova¬ 
tions to an ancient castle have aroused her 
long-dead relative. Queen Emelda, who 
has risen from the grave and has opened a 
portal into the underworld. Now hundreds 
of her evil servants are entering the castle 
to prepare for her arrival. You must 
search the castle for six keys that will 
open a chest that contains a scroll that 
wards off the demons. The game will be 
released for the Amiga, Atari ST, and PC/ 
MS-DOS computers early next year. 

Also from Accolade is Star Control, an 
action/strategy game of galactic conquest. 
The game is designed in such a way that 
players who want only starship-to-starship 
space battles can forego the scheming and 
precise planning preferred by strategic 
players. The adventure is set in the future, 
in a star cluster that cannot accommodate 
all of the alien races that make up the Ur- 
Quan Hierarchy and the Alliance of Free 
Stars. A one- or two-player game, this 
allows you to represent either side and 
attempt to capture your opponent's home 
base. The price is $49.95. 

Broderbund Software (415-492-3299) and 
DIC Enterprises of Burbank are going to 
develop an animated program based on 
the adventures of Carmen Sandiego, a 
detective-chase computer-game series that 
teaches geography and history to children. 
The series first appeared in 1985 and has 
sold nearly two million emits. The players 
chase Carmen and her henchmen all over 
the world and even through time, learning 
facts as they recover stolen loot. 

Prince of Persia, Broderbund's action- 
adventure game, is being released for the 
Amiga ($39.95). Created by Jordan Mech- 
nar, the author of Broderbund's Karateka, 
Prince of Persia has the player escape 
from a dungeon in one hour and rescue a 
princess before the evil Grand Vizier Jaf- 
far can marry her. 

Electronic Arts (415-571-7171) has re¬ 
leased Imperium for Atari $T and Amiga 
computers. Developed in the United King 
dom, this game deals with successful con¬ 
quests, broken alliances, and complex 
administrative duties. As the Emperor of 
the Solar System, you must engineer the 
growth of your empire while maintaining 
the delicate balance between many eco¬ 
nomic and political factors. There are 


52 DECEMBER 1990 



hundreds of nearby worlds to conquer, 
but there are other empires with conquest 
in mind. The adventure starts in the year 
2020, with you attempting to expand your 
empire. If you manage to crush all other 
empires and colonize the planets, or if 
your empire lasts 1,000 years, the safe 
destiny of the human race is assured. The 
price is $39.95. 

Brainblaster is another offering from 
Electronic Arts, a double game package 
that includes Xenon 2 and Bombuzal, both 
developed by Spotlight Software. Xenon 2 
has players saving the universe from the 
Xenites, aliens who have planted five time 
bombs throughout history. Only you can 
save the day and the universe. Xenon 2 
features coin-op quality action and a hot 
soundtrack. Bombuzal is 120 levels of fast- 
moving explosive mayhem. Your objective 
is to detonate a variety of bombs without 
getting blown up yourself. The bombs are 
located on tiles that can be covered with 
ice, disappear, or spin wildly. Both a 2-D 
overhead view and a 3-D isometric view 
add to this frantic game. Versions are 
currently available for the Amiga and 
Atari ST for $39.95, and a version for MS- 
DOS will be available soon. 

Electronic Arts has announced the re¬ 
lease of Harpoon Scenario Editor from 
Three-Sixty Inc. for $39.95. This is the 
same in-house programming tool used by 
the original Harpoon developers to pro¬ 
duce the scenarios for all of the existing 
Harpoon Battlesets. You have full control 
over every scenario available, including 
geographical location of units and groups, 
weapons, composition of air and sea as¬ 
sets, and much more. A built-in analysis 
feature checks your completed scenario to 
ensure all components necessary for the 
action are present. 

Interplay Productions (714-545-9001) has 
released Battle Chess II: Chinese Chess, for 
PC/MS-DOS computers. This is an ani¬ 
mated strategy game that simulates an¬ 
cient warfare with a mix of stunning 
graphics, realistic sound, and humorous 
animation. An exotic and varied version of 
chess, it features new pieces (cannons, 
counsellors, and ministers), movement 
along a grid line instead of squares, and a 
river separating the two halves of the 
board. There are also 2-D and 3-D viewing 
modes and on-line information files to 
explain the game's rules and strategy. The 
price is $49.95. An Amiga version will 
appear soon. All Interplay products are 
distributed through Mediagenic. 

Miles Computing (818-340-6300) has 
introduced Questmaster, The Prism of 
Hehuetotol, for PC/MS-DOS ($39.95), Apple 
IlGS ($39.95), and Commodore 64/128 
($34.95) computers. You become Tema, 
last of the Tellasien race. You must find the 
crystal prism of Hehuetotol, a vital piece to 
the master staff that will help conquer the 
evil lord Colnar. You start the game in 
Dondra, where an advanced interface 
allows use of full sentences, multiple com¬ 
mands, and even multiple executions in 


the same set of instructions. Earn experi¬ 
ence points by battling Mutoids, Wilde¬ 
beests, and others, as well as obtaining 
items useful in future encounters. 

Spectrum HoloByte (415-522-3584) has 
released Flight of the Intruder for PC/MS- 
DOS gamers. This game brings Stephen 
Coonts' best-selling novel, based on his 
experiences as a Navy pilot in the Vietnam 
war, to the computer. After you select 
your jet (A-6 or F-4), you are sent in search 
of enemy targets from your base on the 
carrier U.S.S. Shiloh. The game's action 
takes place during the 1972 Linebacker 
campaign over North Vietnam. You can 
also connect two PC/MS-DOS machines 
together via direct cable link to team up 
against the enemy. There are 13 different 
operations, each composed of as many as 
four separate missions and yielding differ¬ 
ent targets, strategy, and adventure. In¬ 
cluded in the game package is a copy of 
Coonts' novel. The price is $59.95. Ver¬ 
sions for the Amiga and Atari ST are also 
scheduled for release. 

Star Games (800-783-8023) has intro¬ 
duced Rings of Medusa. You must chal¬ 
lenge the evil Medusa, who has stolen 
your father's kingdom using her diabolical 
magic, to a final fight. You conduct trade, 
find treasures, equip an armada of ships, 
hire warriors for your army, and go into 
battle. There are 33 cities to explore, 13 
castles, and three islands. Find five hidden 
rings and place them together to call Me¬ 
dusa to the final confrontation. The price 
is $49.95 for PC/MS-DOS and Amiga ver¬ 
sions, and $39.95 for the Atari ST version. 

Strategic Simulations, Inc. (408-737-6800) 
is releasing Renegade Legion: Interceptor, 
a science-fiction strategy game. It is based 
on the board game from ,FASA, the crea¬ 
tors of the RENEGADE LEGION™ games. 
You wage a campaign of galactic struggle 
between the Terran Overlord Government 
and the Renegade Legions. Take command 
of a fighter squadron and fly with the elite 
forces on either side of this never-ending 
struggle. Engage in tactical ship-to-ship 
space combat with deadly 69th Century 
starfighters. Twenty-four standard fighter 
types are included, and you can design 
your own. The game will be initially re¬ 
leased for PC/MS-DOS machines at $59.95. 

SSI has also signed a new contract with 
TSR, Inc., to produce a new line of BUCK 
ROGERS® science-fiction computer games. 
Its first game is entitled Countdown to 
Doomsday. Included in specially marked 
Countdown boxes will be copies of a full- 
length novel. First Power Play. All SSI 
games are distributed by Electronic Arts. 

Three-Sixty Pacific (408-879-9144) is 
releasing The Blue Max. Currently for PC/ 
MS-DOS machines, this game recreates the 
challenge of air-to-air combat over France 
during 1917. Included is an original sound¬ 
track score and digitized animated graph¬ 
ics, with a total 3-D world in multiple 
camera views. 

Also from Three-Sixty Pacific comes Das 
Boot, a German U-boat simulation. The 


game is based on the actual accounts of 
Peter Cramer, who was the technical 
source for the movie of the same name 
and was one of the surviving U-boat cap¬ 
tains. This game is also for PC/MS-DOS 
gamers. 

Three-Sixty Pacific (408-879-9144) has 
produced MegaFortress for PC/MS-DOS 
and Amiga computers. This is a military 
air simulation based on Dale Brown's best 
selling techno-thriller. Flight of the Old 
Dog. It poses the question: What if the 
Soviet Union had developed "Star Wars" 
technology before the United States? You 
are assigned the task of combatting a 
Soviet laser powerful enough to knock 
missiles, planes, and satellites out of the 
sky. You assume the role and view the 
action from the perspectives of five crew 
members, and you'll confront such Soviet 
threats as MiG 27s and 29s, as well as 
surface-to-air missiles. The price is $49.95. 

Also from Three-Sixty Pacific is Armor 
Alley, for the Macintosh, Macintosh II, and 
PC/MS-DOS computers. This strategic war 
game allows one, two, or four players (two 
teams of two each) to engage in head-to- 
head confrontations using helicopters, 
paratroopers, tanks, missile launchers, and 
infantry. This simulation matches one 
opponent or team against another of equal 
strength and ability. You can also play by 
connecting computers together via Apple- 
Talk. There are eight difficulty levels. The 
price is $49.95. 

News and new products- 
video games 

CAPCOM U.S.A. (408-727-0400) has 
released Gargoyle's Quest for Nintendo's 
Game Boy, priced at $29.95. You control 
Firebrand, the valiant guardian gargoyle 
of the Ghoul Realm. You are pitted against 
marauding Destroyers who are deter¬ 
mined to wipe out the entire planet. You'll 
also recover stolen magic items to 
strengthen yourself for future battles. 

Data East USA (408-286-7080) has re¬ 
leased a new Nintendo Game Boy title. 

Lock N Chase. You assume the role of an 
international diamond thief on the rim. 
You must stay ahead of the police by find¬ 
ing your way through a series of twisted 
mazes, each littered with cash and gems. 
Players score points by outsmarting their 
pursuers, picking up coins, sacks of cash 
and other valuable items. 

Also from Data East is the Nintendo 
Entertainment System (NES) release of 
Battle Chess. The game combines the 
strategic challenges of traditional chess 
with the excitement of 3-D graphics and 
sound. There are six levels of strategic 
play with each chess piece possessing its 
own method of attack. Players watch a 
unique battle unfold while planning the 
next move. The price is $44.95. 

Hot-B USA Inc. (415-567-9337) has re¬ 
leased Shingen the Ruler for NES game 
systems. This game takes you back to 
Japan, 400 years ago. The country then 
was divided into numerous autonomous 


DRAGON 53 




Robotech 
lives on 


Robotech™ is alive 

and well at Palladium Books®. 

Palladium has been flooded with phone calls and letters all fearful that we 
will not be doing any more Robotech supplements. Fear not! We have a lot 
in store for you over the next few years. Yes, there will be more Macross, 
more Invids,more Robotech II: The Sentinels, and some BIG surprises (if all 
goes well). So hang in there and keep your eyes peeled. 

Meanwhile, have you seen all the Robotech stuff we’ve already got out? 

ROBOTECH™ The Role-Playing Game Book One: Macross: Bring to 
life the wonder and adventure of the famous T. V. series. Book One: Macross 
provides all the game rules for the entire series. A complete game in itself, 
ROBOTECH™ offers a wealth of information on giant Mecha, equipment 
and characters from the first segment of the trilogy. Never before has a 
game captured the awesome power, super high-technology and fever pitch 
action of ROBOTECH™. $11.95 plus $1.50 for postage. 

ROBOTECH™ Book II: The RDF Manual. More combat vehicles, more 
data, high-tech bandits, wastelands, character sheets, and floorplans for the 
Prometheus II and the Daedalus II. Sourcebook : $7.95. Please add $1.00 
for postage. 

ROBOTECH™ Book III: The Zentraedi. An in depth look at the menacing 
Zentraedi with more vehicles, characters and spacecraft, complete with 
floorplans. Sourcebook: $7.95. Please add $1.00 for postage. 


ROBOTECH™ Book IV: Southern Cross presents an army of new mecha, 
high-powered personal battle armor, energy weapons, vehicles, and the 
insidious Robotech Masters with their army of Bioroids! Much of this mat¬ 
erial is published here for the first time. A 112 page sourcebook. $11.95. 
Please add $1.50 for postage. 

ROBOTECH™ Book V: The Invid Invasion. Earth is decimated. Its 
survivors enslaved by the conquering Invid. Only scattered groups of freedom 
fighters, armed with the most advanced Mecha (the Cyclone and Mospeada 
Battle-Bikes, Alpha and Beta Fighters) and raw courage, dare to strike at 
the insidious Invid. 

This lavishly illustrated book has it all; the Invid, Invid hives, new mecha, 
new weapons and vehicles, new character classes, T.V. characters, random 
encounter tables, adventure and more. $11.95. Please add $1.50 postage. 

Robotech™ RPG Book Six: The Return of the Masters. Actually they never 
left. A secret group of Robotech Masters survived the war and the invid’s 
invasion. Over the last 30 years they’ve lived and worked quietly, building 
an elite force of bioroid and zentraedi warriors. Now they are ready to make 
their move and only you can stop them. 

As if that weren’t enough, we present Moon Base, complete with floor 
plans, Superfactory G-95, mecha martial arts, Thailand adventures, space 
adventures, and well ... lots of adventure! $9.95 plus $1.50 for postage 
and handling. 

ROBOTECH™ Adventures: Lancer’s Rockers is the latest and most hair 
raising adventure book yet. Forget what you read in the novels. The invid 
are back and more insidious than ever. 

The adventure takes characters through the ruins of New Detroit, to the 
wild west to fight invid and a new threat, the evil Krugatch. Plus Lancer, 
new mecha, new sonic weapons and a lot more! $7.95 plus $1.00 for 
postage and handling. 

ROBOTECH™ Adventures: Ghost Ship: Is it just a Ghost Ship ? 

Or is it more? Suitable for all Macross and/or Southern Cross mecha. 
Available now! $7.95, please add $1.00 for postage. 

ROBOTECH™ Adventures: RDF Accelerated Training Program: 

A super-whammy book of adventures (simulated and real), dozens of 
encounter tables, scenario ideas and other data. $7.95, add $1.00 postage. 

ROBOTECH II: The Sentinels™ Rick, Lisa, the 
SDF III, and thousands of troops carry their struggle for freedom to the 
home galaxy of the Robotech Masters. 

Includes the famous Cyclone, Alpha, and Beta, plus new, more powerful 
destroids, spacecraft, alien playing characters, new vehicles, the invid inor¬ 
ganics and a universe of adventure. A complete game in itself. $14.95. 
Please add $1.50 for postage. 

The REF Field Guide is a Robotech collector’s dream. Page after page of 
never before seen artwork and diagrams printed from the original animation 
model sheets! Cyclones, Alphas, mecha, space ships, uniforms, characters 
and much, much more originally drawn for the New Generation/Invid/Mos- 
peada and Robotech II: The Sentinels portions of the TV series. 

Gamers will be delighted to find floor plans and descriptions for typical 
REF military bases, a look inside a Robotech Factory (with floor plans and 
robot drones), adventures, and adventure ideas. $14.95 plus $1.50 for 
postage and handling. 


Coming This Fall! 

Robotech —-- 

The New Generation (Invids) 
on Video Tape, from Palladium Books : 

JP 8 video tapes in the series. All 25 episodes. 

• VHS only. Color. Approximately 76 minutes each. 

• $24.95 plus $5.00 for first class postage, protective bubble pack, and 
handling per each tape. Available at hobby and comic stores 
everywhere. 

• First two tapes (six episodes) available Fall 1990. 


Palladium Books® Dept. D 5926 Lonyo Det, MI 48210 

Copyright © 1990 Kevin Siembieda. 

Palladium Books® is a registered trademark owned by Kevin Siembieda. All other TMs pending. 
ROBOTECH and ROBOTECH II: THE SENTINELS: © 1985/1987 Harmony Gold U.S.A., Inc./Tat- 
sunoko Production Co., Ltd. All Rights Reserved. ROBOTECH is a registered trademark owned and 
licensed by Harmony Gold U.S.A. Inc. 


54 DECEMBER 1990 















fiefdoms, where each daimyo (lord) was 
the absolute ruler of his territory. As there 
was no central government, it was the 
dream of some lords to unite and rule all 
Japan. As Shingen Takeda, a real person 
from Japanese history, your objective is to 
bring all of the fiefdoms under your con¬ 
trol. Your strategic skill in manipulating 
the domestic and military commands 
determines success or failure. The war 
zone, on four screens, consists of woods, 
rivers, mountains, bridges, and castles. 
There are 42 unique battlefields. 

Radiance Software (805-496-7898) has 
introduced Sidearms for NEC Turbo- 
Graphx-16 video game systems. You are 
Earths last interstellar warrior and must 
defend the galaxy against the invading 
nemesis from a distant black hole. With 
your government-issue sidearm, you are 
mankind's only hope against total annihila¬ 
tion. There are 10 levels of action. 

Sega of America, Inc. (415-742-9300) has 
released its new Ghostbusters game for 
the Genesis system. This full-color, 16-bit 
graphics game with full digital stereo finds 
a rash of earthquakes unleashing a host of 
nasty new ghosts and demons on New 
York City. Peter, Raymond, and Egon use 
every weapon imaginable to seal the 
ghouls in bubbles for easy removal. You'll 
encounter the Silk Hatton and Broccoli 
Worm, as well as Fire Giants and Dragons. 
The price is approximately $50. 

For Genesis comes Sega's The Sword of 
Vermilion, a role-playing fantasy game 
where you come face-to-face with legions 
of fiends, monsters, and the evil denizens 
of deep, dark dungeons. A free hint book 
also comes with the game, as well as bat¬ 
tery back-up. 

New arcade hits for the Sega system 
include: Strider, that allows players to 
traverse snowy mountains and battle 
Amazons, attack dogs, and futuristic gun¬ 
ners and Afterburner II, the Sega arcade 
classic of a jet fight thriller. Other new 
games include: E-Swat, which features 
futuristic humanoid robot-police using 
their strengths in a battle to save the cities 
of tomorrow, and Cyberball, where one or 
two gamers play football with teams of 
cyborg robots. 

Watch for Dick Tracy and Spider-Man to 
arrive for the Genesis system. Sega has 
also released two exciting new accessories 
for their 16-bit system: the Arcade Power 
Stick, an ergonomically designed joy stick 
that permits control of individual push¬ 
button velocity; and the Power Base Con¬ 
verter, which allows Genesis owners to 
play Sega Master System Games on their 
16-bit unit. These items are $49.95 and 
$39.95, respectively. 


Clue corner 

Conquests of Camelot (Sierra) 

1. Go first to Merlin's room and ask him 
about Gawaine, Launcelot, and Galahad. 
While here, get the lodestone. 


2. Obtain more copper, gold, and silver, 
and be certain to get your purse back. 

3. For visionary results, put a gold coin 
in each tray in the chapel of the two gods. 

4. Go to Glastonbury Tor, and give a 
copper to Widdershins and another cop¬ 
per to the hunter. Certainly buy that spear 
for a gold piece and prepared to get 
"boared." After saying "Yes" to the crow, 
you can get the sleeve from the skeleton. 

5. Keep your lance down and to the 
right when jousting with the Black Knight. 
As soon as the Black Knight's lance tip goes 
past your lance tip, move yours to the left. 
He'll get skewered in the stomach nearly 
every time. 

6. After you free Galahad, go east. Give 
the witch the sleeve you recovered in #4 
above. Read the inscription on the slab 
and go north. 

7. Search around Tor and find the Mad 
Monk. To fight him most effectively, stand 
in one spot and swing at every monk that 
comes near you. After killing the monk, go 
to the altar and put all of your silver coins 
on it. You will receive a key. Go to the well 
with the lid on it and unlock it. Search the 
water and get the crystal heart. You can 
leave the Tor now. 

8. Go to Ot Moor. To cross the ice, watch 
for the first scene that is entire ice. Type: 
"Love is my shield." Follow the petals to 
the castle. Give the Ice Maiden the heart. 
When looking at the Miraculous Bush of 
Flowers, be careful to answer the riddles 
correctly; otherwise, you will die. 

9. At the port where the Ice Maiden told 
you to go, go to Gaza. Follow the boy and 
talk to the old man about symbols. Be 
certain to write them down. 

10. As soon as you enter the desert, the 
thief will jump you. 

11. After leaving the mountains, go 
south until you can't move anymore. Fol¬ 
low the river. Don't drink the river water. 
At the house, go downstairs and drink that 
water. 

12. Go north. Give the mercenaries five 
copper pieces. Go west. When the man at 
the gate orders you to give him your 
money, wield Excalibur. 

13. A thief will steal your money. Follow 
him and go back the way you came. Sell 
the donkey to the man. Then go to the 
woman who sells apples and take the 
apple of Truth. 

14. Buy a mirror from the merchant 
who is positioned to the left of the fish 
man. Then talk to the rug merchant. Go 
south. Type: "Yell"; give the mirror to the 
woman and the veil to the rug merchant. 
Go to Abdul's store and buy a relic of 
Elzer. Give this to the man with the 
broom, then buy some herbs and charcoal 
from him. Give the herbs to the fishmon¬ 
ger, the broom to the innkeeper, and the 
charcoal to the beggar. Buy a lamb cutlet 
from the butcher and give it to the woman 
near the small boy. Buy seed from the 
grain merchant, then sprinkle it near the 
woman's cage that can be found near the 
gate. Talk to the apple woman again. Enter 


the temple and take the Test. 

15. Talk to the beggar. Enter the crypt. 
Wander around until you find a small 
mummy with a necklace. Type: "Use 
Sword" to get the necklace. Go east and 
give the potion to Gawaine. Wander 
around more until you find a sarcophagus. 
Wait until the Thing goes back into the 
coffin. Get the apple inside. Go east. 

Search for the statue of Aphrodite. Put the 
golden apple in her hand, then follow her 
directions by using the lodestone. 

16. After fighting the Saracen, use the 
dove. After Aphrodite disappears, move 
counterclockwise and count six pillars. 
Push that pillar and get the Grail. Leave 
the thief; let the Grail handle it. You have 
now saved Camelot! 

Billy Rawls 
Rock Hill SC 

Curse of the Azure Bonds (SSI) 

1. In Haptooth, do not try to defeat the 
efreet right away. Instead, wander around 
the town killing off the patrols. Keep doing 
this until all wandering encounters stop. 
Then attack the efreet. This drastically 
reduces the number of drow clerics and 
magic-users you will have to fight in this 
major battle. 

2. Do not attack the dragons at the top 
of the red wizards tower. Instead, turn 
them against their master. 

3. While in the red wizards tower, make 
sure not to pick up any air mail. Also, do 
not accept the Challenge of the Sphere, 
unless you are prepared to be annihilated. 

4. Intrepid adventurers can find a shop 
dealing in magic items outside Daggerford. 

David Grau 

Howell NJ 

The Dark Heart of Uukrul 

(Broderbund) 

Below is the solution to the crossword 
puzzle located midway through the game. 
Where and how you use this information 
is up to you! 

DOWN 

1. Weak, loud, backward (frail) 

2. Within or inside itself (inside) 

3. Sounds like bread is being made, want 
some? (need) 

4. Mythical monsters become tiresome 
(dragon) 

5. The infinite ethereal plane contains 
many small bones (teeth) 

6. Sing out but keep your mouth closed 
(hum) 

ACROSS 

7. The avenger is moved to carve two 
points where dead lie (engrave) 

8. A keen joint (knee) 

9. The tree before and after the fire 
(ash) 

10. Conditions important when walking 
less than 12 inches (underfoot) 

11. Gives up a short recess to get a word 
in (renounces) 

12. Covered with cold wet spikes (icicled) 

Ted Naleid 
Park Falls WI 


DRAGON 55 


Deja Vu II (Mindscape) 

1. If you think you've traveled every¬ 
where in Chicago, courtesy of Gabby's cab, 
remember he's a local cab driver and you 
won't be able to have him take you to 
another city. 

2. Try Opening and Operating the pocket 
knife you found in your apartment to 
open the locked backdoor to Joe's Bar. 

The Lessers 

MegaTraveller 1 (Paragon) 

1. The highest possible profit for a single 
trip seems to be gunrunning to Stur, in the 
Efate system. Go to the weapons' shop on 
Efate and buy as many PGMP-12s as your 
party can carry. Travel to Stur, and when 
the starport guards request permission to 
search for illegal weapons, say no. They 
will inform you that you are in violation 
and will let you pass. Walk down the street 
to the weapons shop and sell the weapons. 

2. The most lucrative legal route in the 
early stages of the game (before acquiring 
the Jump-2 drive) is between Efate and 
Louzy. Buy water on Efate and sell it on 
Louzy. The latter planet is experiencing a 
water shortage. Then purchase explosives 
to sell upon your return to Efate. 

3. The most lucrative legal route after 
you have purchased the Jump-2 drive is 
between Chiros in the Pixie system and 
Boughene. Buy Streechen wine on Chiros 
and exchange it for computers on 
Boughene. 

4. Whenever buying or selling anything, 
the character with the highest level of 
Trader skill should be at the front of the 
party. One level of Trader skill makes a 
difference of kCr40 in the cost of the 
Jump-2 drive and will affect all other 
details as well. 

James A. Gilly 
U.S.S. Simon Lake , FPO NY 

Secret of the Silver Blades (SSI) 

1. Whenever you enter a new area, hunt 
for the teleporter that will take your party 
back to the well. Be certain to mark where 
that teleporter takes you! 

2. An easy way to obtain gems in the 
mine is to advance down a shaft until you 
come to a door blocked, with rubble. If you 
Look at the door, your characters will find 
a pick and you will be asked if you wish to 
dig. Say yes and you will be rewarded 
with some gems. Repeat this process as 
often as you wish. 

3. Save the game before you enter the 
castle. When you enter, do not sign the 
Medusa's Scroll. Also, do not follow the 
Medusa if you encounter her later. The 
punishment for not following this advise is 
that your characters will be teleported away. 

Brian Smith 
McKinney TX 

1. Free the Well of Knowledge First. 

2. Find the dwarf called Derf in the 
temple and accept his quest. 

3. When you complete Derf's quest, go 


to the Black Circle headquarters, where a 
magical item of great power awaits you. 

4. Return to the dungeon after slaying 
the dragon with the amulet and go to the 
8th level. 

5. Use the malfunctioning teleporter on 
the prescribed level and free the shaft 
from the barrier. 

6. Take the now-freed shaft to the 10th 
level and travel east. 

7. Once in the second dungeon you must 
answer riddles to move to the higher 
levels, or you'll have to fight many iron 
golems in a trial by combat. The riddle 
answers are: 

—That which bears no shadow is the 
wind. 

—That which cannot be held is your 
breath. 

—That which dies with a drink of water 
is fire. 

—That which cannot climb is water. 

—That which cannot sleep is a river. 

—That which you feel but cannot see is 
your heart. 

—That which you break is silence. 

8. When you have all three keys, enter 
the ice caverns via the purple worm en¬ 
trance and seek out the frost giant king. 

9. Once in the final castle, you cannot 
memorize spells. Therefore, it is a good 
idea to take the teleporter on the first level 
back to the well and restock on used 
spells. 

10. Do not trust the storm giant king on 
the second level. 

11. The doors that correspond to the 
keys come in the following order: silver 
before gold, which comes before bronze 

12. Save the game after the 16-headed 
hydra fight, for the end of the game is near. 
Whether this is the end of the character or 
the end of the game depends on you. 

John Redden 
Nova Scotia, Canada 

Space Rogue (Origin) 

1. Search Hiathre Base. In Cebak's room, 
you'll find a keycard in one spacesuit. 

2. One man is willing to trade with you. 
Ask him about Monchi. You can give him a 
ruby cube. 

3. When asking for the pilot's license, 
the last answer is "Imperium." You should 
also ask for form CRC-07. 

4. You can find a transmutation coil on 
the Koth carrier. It is useful for building a 
special engine. 

5. In Arcturus is a mad pirate; an injec¬ 
tion of NSB will do him good. 

Ron Mertens 
Tel Aviv, Israel 

Sword of Aragon (SSI) 

Start with a warrior and take the stand¬ 
ard units you received. You should get one 
ranger, two priests, two mages, and 100 
men. Re-equip the 2nd Javelins with chain 
mail, small shields, swords, crossbows 
("X-bow" on the menu), and nothing else. 
All future infantry emits should also be 
equipped in this manner. 


Using this strategy, it was possible to 
eliminate the first attack while only losing 
two men. Ignore the monster to the south¬ 
west for a while; he's too tough for start¬ 
ing characters. Go to the trees (characters 
only) northwest of Aladda and slay the 
minotaur to get his gold. Have your rang 
ers, priests, and mages attack the mino¬ 
taur with ranged weapons, then send in 
your warriors for the kill. 

Now await your chance to take the city of 
Marina and then Parithian when it is lightly 
defended. During this time, develop your 
city of Aladda's resources, except for lumber. 
Ignore the missing boy quest; you'll probably 
end up with several folk leaving your army 
by the time you find him. 

Pardon Olaff when asked; he is inno¬ 
cent. By the time you march on Marina, 
you should have around 103 men in your 
army. Accept Malacon as a vassal and use 
extensive missile fire to win with minimal 
casualties. Then garrison Aladda with 30 
infantry possessing crossbows. Take about 
125 men against Parithian. After 10 to 15 
rounds of missile fire, you should either 
win the battle outright or will have soft¬ 
ened the defenders up enough for an 
attack. You can still keep on firing your 
missiles until the defenders are all dead. 

Next, take Brocada, then Sur Nova as it 
is always undefended. Always fire at hexes 
where the most enemy units are stacked, 
and you'll get more hits. 

Then attack Tantula with about 150 
men. The defenders number about 500, 
but they have no bowmen. Do not attack 
Zamix, or you'll find yourself in combat 
with about 200 trolls and 1,000 ores! You 
should go against the city of Gemok with 
at least 225 men, as you'll be battling 2,300 
goblins, one minotaur, and three demons. I 
fired continually at them for 24 turns (the 
maximum battle) and won. I lost 35 men. 

Always keep in mind that the troop 
estimates your scouts give you are high. 

You'll need about 1,000 men for the 
battles against Estallah and Tetrada. Don't 
attack the dark elf city west of Tranvan 
until you have taken Tetrada. 

William Johnson 
Hartsville SC 

1. Spend money on bow emits. A platoon 
of 50 bowmen make enemy units disap¬ 
pear faster than a spike can disarm your 
computer. 

2. When fighting the dragon, take at 
least three bow platoons, two infantry 
platoons, and two cavalry units. Combat 
the dragon in this order: bow, infantry, 
then cavalry. You can kill the dragon in 
one turn. 

3. Nuralia has a mountain pass nearby 
that leads directly to Tetrada. 

4. Save after every game year! 

5. To the west of Sur Nova is a hidden 
group of spell-casters and a demon. 

6. Vassal, if you can—a monthly tribute 
is very helpful. 

David Waters 
APO New York 


56 DECEMBER 1990 



1. Use the 35% tax rate. Decrease the 
rate to 0% during the winter months, as 
your income is low then anyway, to in¬ 
crease your popularity. 

2. At the start of each turn, leave Allada. 
Return before the turn ends. If you are 
fortunate enough to meet a group of gob¬ 
lins, you'll earn easy experience. 

3. Take your time before you try to 
conquer the other cities. Trolls attack Sur 
Nova by night. I recommend that you 
accept their offer. Even if the Trolls come 
back, they'll take no gold. 

Michel Walsh 
Ville LaSalle, Quebec 


Ultima V (Origin) 

A letter of correction was received from 
Dan Jenner of Castro Valley, Calif., in 
response to a letter we published from 
Rick Davis in issue #156. Rick indicated 
that to obtain the crown of Lord British 
from inside Blackthorne's Castle, one char¬ 
acter had to be permanently sacrificed. 

Not so, claims Dan. 

This problem can be averted by going to 
the castle of an evil witch that lies off the 
shores of the Isle of the Abyss. You first 
need the grapple obtained from Lord Mi¬ 
chael in the Lyceaum to climb the moun¬ 
tains that surround her keep. Once you 
enter her keep, go past the daemons that 
guard the door and go to the farthest 
lower-right room. Talk to the lady there and 
ask about "Oppression." When she asks for 
the password, answer "Impera." She will 
give you a black patch that you must wear 
when inside Blackthorne's Castle. 

The Blackthome guards will also ask you 
for the password; repeat "Impera." From 
that point on, the guards in the castle will 
leave you alone. 

Ultima VI (Origin) 

1. Look under a potted plant in Serpent's 
Hold for a great clue. 

2. Perhaps the plant in The Slaughtered 
Lamb also holds information. 

3. A liar is a liar. Forcing facts to be 
faced might prove beneficial. 

4. Don't slay the queen of the giant ants. 

5. Use your sextant to locate the ship¬ 
wreck to obtain a piece of the pirate map. 

6. Mariah needs all of the pieces before 
she can translate the Gargoyle Book of 
Prophecy. 

7. Sutek died in the dungeons beneath 
the castle. 

8. Stonegate can be reached only from 
the north via a transportation device. 

The Lessers 


Don't forget to mail your vote for the best 
software game of the year (as well as your 
game hints) to: The Lessers, 179 Pebble 
Place, San Ramon CA 94583, U.S.A. The 
results will be published in our January 
1991 column. Until next issue, game on! S-3 







DEATH OR GLORY? - THF CHOICE IS YOURS! 

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Enter five fn-nt-isil* worlds of Ki-gli adVuiiUlK try ther 

Master of Keile playing FanUSY - J<*r Devcr 


ALIEN INTRUDER 

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THE FORBIDDEN TOWER 


THL LATESTGREA*I' 
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Pages From the Mages, part VI 

i mm 


by Ed Greenwood 



Elminster looked around contentedly at 
the rocks and trees outside my cottage. 
"Mayhap you and I could watch the sun¬ 
set," he suggested, getting out his pipe. 

I agreed enthusiastically and grabbed 
my tape recorder. Sunsets up at the cot¬ 
tage are free of stinging insects only when 
Elminster's thick green pipesmoke is 
present. Elminster was already halfway 
down the rock steps, trailing said smoke in 
a sparkling, winking plume. He was hum¬ 
ming something that sounded suspiciously 
like a rock song that had been on the radio 
on the trip up. 

The water lay quiet and peaceful below 
the dock. Down the bay, a loon was diving. 
Elminster smoked, looked about, and said 
nothing. A heron eyed us suspiciously for 
a bit, then resumed fishing in silence. 

Abruptly, the peace was shattered by the 
roar of an approaching speedboat slicing 
toward us. Elminster took the pipe out of 
his mouth and asked, "Friends?" 

I shook my head, and he nodded and 
waved a hand. The boat abruptly rose 
straight up out of the water to hang un¬ 
moving in empty air, dripping. He waved 
his hands again and muttered something. 
Silence fell abruptly, as if the frantic roar 
of the motor had been cut off by an axe. 
The sage grinned at me and waved his 
hands again. The levitating boat and its 
silently screaming inhabitants spun about 
and, still in midair, floated behind a clump 
of trees where we couldn't see it. 

"Better?" he asked. 

"Much better," I agreed. "What will hap¬ 
pen to them?" 

"When it wears off," he said, "they'll fall 
back into the water. A few simple spells." 

"Ah, yes," I replied. "Speaking of magic. . ." 

He grinned slowly. "Of course. Turn on 
thy little machine, then." 

And the old sage gave me a dissertation 
that lasted through the evening (including 
the eventual hasty retreat of the speed¬ 
boat) and included details of more magic 
of the Realms. 

I asked the old mage about necromancy 
(or "Dark Art," as it is usually called in the 
Realms) because of the Lords of Darkness 
accessory book I was working on at the 
time, and he revealed enough spells for 
that anthology and two powerful 
spellbooks concerned with Dark Art that 
are detailed herein. To balance such evil 
with lighter magicks. I've included details 
of some priestly tomes, too, both druidic 
and ecclesiastical. Enjoy! 


The Book of Shangalar 
"the Black" 

Appearance: A tome of beaten electrum 

pages stamped and etched with the rimes 
of the spells set down within. The four 
pages are secured by small rings to covers 
of polished silver (that have tarnished to a 
smoky black appearance). The name of 
Shangalar is written in Thorass on the 
lower right of the front cover, and is the 
only lettering or adornment that the cover 
bears. The book is surprisingly heavy but 
is less than a finger thick, and its cover is 
three hand-widths across by seven hand- 
widths in height. 

History and description: Shangalar was a 
mage of Calimshan some 700 winters ago. 
Reclusive and secretive from the first, he 
gained experience and much treasure by 
exploring (and pillaging) ruins of the lost 
kingdoms of men, elves, and dwarves, 
making extensive use of animated undead 
servitors, summoned monsters, and 
charmed hirelings. 

Deeply paranoid, Shangalar believed that 
every creature in the Realms was out to 
get him, and so he trusted no one and laid 
many elaborate plans, back-up strategies, 
and double-crosses to protect himself from 
betrayal. These undoubtedly saved his life 
on the several occasions when he did 
encounter deceit and treachery, but they 
won him no friends and caused many 
blameless individuals to be slain or ruined 
along the way. Shangalar cared not a whit. 

He grew rapidly in power and built 
himself a hidden keep somewhere in the 
northeast of Calimshan, slaying all who 
learned anything of its location or appear¬ 
ance. It remains hidden today, perhaps as 
the lair of a lich. All that is known to men 
is the suspicion (perhaps false) that it is an 
aerial dwelling, concealed amid mountain 
peaks. 

Shangalar is known to have specialized 
in Dark Art and was once robbed by the 
master thief, Athchos the Black, while 
exploring a ruined desert city. Athchos 
emerged from Anauroch with the book 
that bears Shangalar's name, obviously a 
volume compiled by Shangalar in his early 
researches. 

Athchos recited the book in Iriaebor to a 
cabal of evil mages led by Orlstar Meir, for 
copying; it is from their various records 
that Elminster knows the books contents. 

Athchos then tried to rent the book to a 
mage in Elturel but was slain by a swarm 


of hundreds of crawling claws. The book 
vanished in the attack, and it is widely 
believed that Shangalar was responsible, 
for he thereafter styled himself Shangalar 
"the Black" (thought to be a proud refer¬ 
ence to his slaying of the notorious thief). 
Perhaps Shangalar did not regain the 
book—or perhaps he allowed it to pass 
into the hands of others for coin or for his 
own fell reasons—because the book 
turned up again in Neverwinter, where it 
was unmistakably described by Ourgos, a 
minor sage. The book was promptly stolen 
by evil mages of Luskan or agents working 
for them, but it is believed to have since 
vanished again (and is being sought by 
those of Luskan who desire to retrieve it). 

The tome's four pages each contain a 
single spell dealing with the dead, undead, 
or necromancy. The book itself bears no 
alignment nor known traps (although 
Athchos spoke, perhaps falsely, of a "poi¬ 
soned clasp," to deter theft by those he 
lent it to), and the spells it contains seem 
more protective than actively evil in na¬ 
ture. These spells are bone javelin (a 
unique spell), negative plane protection (a 
wizards equivalent of the widely known 
priest spell), repel undead (a unique spell), 
and bone blade (a unique spell). All are 
described hereafter. 

Bone Javelin 

(Alteration, Evocation) 

Level: 7 Components: V,S,M 

Range: lO'/lvl. CT: 7 

Duration: 1 rd./lvl. Save: None 

AE: Special 

This magic requires a drop of the cast¬ 
er's blood, a tiny carved replica of a javelin 
fashioned of any organic material, and a 
bone or bone fragment. A javelin of bone 
springs into being in the air above one of 
the caster's hands (caster's choice) and 
flashes (at a speed of 300'/roimd) in the 
direction pointed by the caster. The javelin 
turns after striking a living creature or 
obstacle, or when it reaches its maximum 
range, then returns at the same speed to 
the caster. It then floats above the caster's 
hand until directed forth again. Spell¬ 
casting or other activities may be under¬ 
taken without unintentionally sending 
forth or dissipating the javelin. 

A bone javelin strikes only once per 
round. A successful to-hit roll is required 
(all creatures in the javelin's path are im¬ 
perilled if the javelin misses the target 
chosen by the caster). A bone javelin is AC 


DRAGON 59 



-4, shatters if dealt at least 7 hp damage, 
and does 1 hp damage per level of the 
caster to creatures it strikes. It can dam¬ 
age Ethereal, undead, other-planar, and 
Prime Material plane creatures alike. A 
bone javelin can twist and turn as neces¬ 
sary to overcome barriers and return to 
its caster. 

Negative Plane Protection 

(Abjuration, Necromancy) 

Level: 7 Components: V,S,M 

Range: Touch CT: 1 

Duration: 1 tum/lvl. Save: None 
AE: 1 creature 

By means of three drops of the caster's 
blood (plus one drop from the creature to 
be protected by the spell, if it is not the 
caster), this magic protects against energy 
drain spells and undead powers. The 
caster or any eligible creature touched by 
the caster is partially protected against 
one undead attack per level of the caster 
(this differs from the priest spell of the 
same name). 

Undead that exist partially on the Nega¬ 
tive Material plane (such as shadows, 
wights, wraiths, spectres, and vampires) 
do physical damage by any attack, but if 
the protected being saves vs. death magic, 
no drain of experience or strength results. 
Instead, the attacking undead suffers 2-12 
(2d6) hp damage (attackers using energy 
drain spells are not so harmed). Unlike the 
clerical spell, failure to save vs. death 
magic does not cause the protected being 
double physical damage. 

Repel Undead 

(Abjuration, Necromancy) 

Level: 7 Components: V,S,M 

Range: Touch CT: 4 

Duration: 1 rd./lvl. Save: Special 

AE: Special 

This spell enables a caster to force un¬ 
dead away from his person. Repelled 
undead move away at their full movement 
rate to the limit of the spells range and 
cannot move closer. If solid barriers pre¬ 
vent their fleeing out of spell range, the 
undead are held against the barrier until 
the spell expires or the caster moves away. 
The spell effect remains centered on and 
moves with the caster. 

Undead that are able to launch missile 
or spell attacks are free to do so, but even 
by magical means they cannot approach 
creatures who are within this spell's 
range, regardless of further spell-casting, 
slumber, or unconsciousness on the part 
of the caster, and regardless of attacks 
made against the undead. 

Undead who successfully save vs. spells 
at -3 may enter or remain in spell range 
(and attack other creatures or otherwise 
take normal actions) for one round, but 
they must save each and every round. On 
any round in which the save fails, the 
magic forces the undead to move directly 
away from the caster at full movement 
rate. In places dedicated to evil, evil un¬ 
dead may save at -2, -1, or normally, at 


the DM's discretion. The material compo¬ 
nent of this spell is a magnet in bar form, 
with a drop of the caster's blood placed on 
one end and a fragment of bone or tissue 
from any undead wired or tied to the 
other end. 

Bone Blade 

(Alteration, Evocation, Necromancy) 

Level: 8 Components: V,S,M 

Range: 0 CT: 8 

Duration: 1 rd./lvl. Save: None 
AE: Special 

From a normal bladed weapon and a 
bone from any source (both consumed in 
the casting), this magic creates a tempo¬ 
rary but very effective weapon. The bone 
blade thus created can be wielded by any 
being normally able to wield edged weap¬ 
ons. It is identical in size, weight, and 
damage to the bladed weapon that served 
as a material component of the spell. 

The bone blade does normal damage 
with the following exceptions: It is un¬ 
breakable until it crumbles into dust at the 
spells expiration, counts as a "+0" magical 
weapon for attack purposes, and deals 
damage against undead as a sword of 
wounding. Any wounds it causes cannot 
be healed by regeneration or magical 
means short of a limited wish spell. Nor¬ 
mal rest and time cure the wounds caused 
by a bone blade. Until such wounds are 
bandaged or one turn passes, the victim 
loses one additional hit point per round, 
per wound, over and above the initial 
damage (e.g., a being hit for 4 hp damage 
suffers one additional hit point on the 
following round, the round thereafter, and 
so on). 

Against undead, a bone blade does dou¬ 
ble normal damage. If the undead fails to 
save vs. death magic (it must save only at 
the first contact with a particular bone 
blade, not at each strike), it is instantly 
blasted out of existence. 

The Glandar's Grimoire 

Appearance: This book is only a burned 
remnant; its original, undamaged appear¬ 
ance is unknown. All that survives is a 
front cover of black dragon hide stretched 
over a sheet of slate and stitched with 
wire, and five scorched, fire-browned 
pages that it protected. The rest of the 
book—its back cover and an unknown 
number of additional pages—is lost, proba¬ 
bly destroyed by flames. 

The cover and surviving pages have 
been kept together over the years by 
storage in a flat octagonal coffer of or¬ 
nately carved ivory. The coffer has a clasp 
and hinges of electrum, and its cover is 
worked in a stylized relief design of 
waves, clouds, trees, and seabirds, with a 
lateen-rigged ship visible far off on the 
waves. The coffer is worth 150 gp or so 
for materials, plus a subjective amount (50- 
500 gp) for the workmanship, believed to 
be that of an artisan of Calimport or 
Tashluta. A shallow secret compartment 
on the underside of the coffer is known to 


have held (at various times) lockpicks, 
keys, amulets, needles, and the like. 

History and description: The Glandar 
was a mage-king of long ago, whose lands 
were somewhere near the Vilhon Reach, 
"The Glandar" is actually a title; his real 
name has been forgotten. It is known that 
the Glandar was an intelligent, powerful 
mage whose Art was skillful enough to 
create aerial craft even in those dim days, 
and whose small kingdom boasted irriga¬ 
tion, medicine, and Art far more advanced 
than those of neighboring lands. 

The Glandar was also a cruel tyrant who 
permitted no other being beside himself to 
study Art in his lands—and this policy 
proved to be his undoing. He was alone 
when attacked by a group of young, ambi¬ 
tious mages of Unther. Although he slew 
many of them, he was overwhelmed and 
utterly destroyed. His grimoire (so named 
because its first page bears only the in¬ 
scription: "The Grimoire Most Perilous of 
The Immortal Glandar, Lord of the Undy¬ 
ing, Scepter of Glandara") was seized by 
his slayers, who battled each other for the 
spoils, wreaking much havoc in the fallen 
mage's realm of Glandara. ("Scepter" was 
the title the Glandar ruled by; "Lord of the 
Undying" is believed to refer to his mas¬ 
tery of undead, through Dark Art.) 

The other four surviving pages of the 
Grimoire contain a single spell each—four 
unique magicks, all described hereafter. 

Fellblade 

(Abjuration, Evocation, Necromancy) 

Level: 5 Components: V,S,M 

Range: 0 CT: 1 rd. 

Duration: 1 turn/lvl. Save: None 
AE: Special 

The casting of this spell brings into 
being a smoky-gray, blade-shaped bar of 
force (up to 4' in length) in the caster's 
grip. A fellblade passes into nothingness 
in an instant if it leaves the caster's hand 
(it cannot be sheathed to be wielded again 
later). Its use therefore precludes spell¬ 
casting. It also vanishes instantly if the 
caster dies or becomes unconscious or 
feebleminded, but it can otherwise be 
wielded for one strike per round (normal 
attack roll required). The fellblade's strike 
can have one of three fell effects. One 
function must be selected by the caster 
prior to attacking. 

— Th e fellblade can do 2-8 hp damage, 
functioning as a weapon able to hit all 
creatures at normal chances. 

— The fellblade can drain from any crea¬ 
ture it hits the exact hit points necessary 
to heal all current damage to the sword- 
wielder (up to the maximum possessed by 
the target). 

-The touch of the blade can do 1 hp 
physical damage and bestow curse (as the 
reverse form of the priest spell remove 
curse). Some suggested curses are given in 
the rulebook spell description, and many 
alternatives can be found in the article 
"Curses!" in issue #77 of DRAGON® Maga¬ 
zine. This power can be used only three 


60 DECEMBER 1990 



times in every 111 turns by any spell- 
caster (regardless of how many fellblade 
spells that being casts). 

The material components of this spell 
are a drop of the caster's blood, a piece 
(any size) of cold iron, and a drop of un¬ 
holy water (that the caster need not touch 
directly). 

Melisander's Harp 

(Alteration) 

Level: 5 Components: V,S,M 

Range: 10'/lvl. CT: 5 

Duration: 1 rd./lvl. Save: Neg. 

AE: Special 

This spell is named for its creator, the 
elven mage and harper hero known to 
Realmslore as "The Last Lonely Harpist." It 
brings into being the spectral, shadowy 
illusion of a harp that plays by itself, float¬ 
ing in midair. The harp can be up to 10' 
per level distant from the caster, and while 
within range can be moved at a rate of up 
to 10' per round according to the caster's 
will. The harp's playing can be turned on 
and off instantly and repeatedly by the 
silent will of the caster, but this does not 
affect spell duration. 

While the harp is playing, all creatures 
within 20' of it are affected as if by a slow 
spell (no saving throw). All sound is 
hushed (but not negated), available light 
dims, and all creatures of 4+4 HD or less 
within 40' must make a saving throw vs. 
spells or be affected as if by a sleep spell. 
All creatures and objects within 60' of a 
Melisander's harp are also affected as if by 
a feather fall spell (no saving throw) while 
the harp is playing. 

A Melisander's harp is unaffected by 
dispel magic or silence spells. A limited 
wish or stronger spell is required to de¬ 
stroy such a harp. The powers of a harp 
cannot pass through magical barriers 
(such as a wall of force), and a spell-caster 
cannot cause a harp to come into being 
beyond or to move to the other side of 
such a barrier. 

The material components of this spell 
are a silver-harp-string and at least three 
tears (the tears of an elf, a maiden who 
sings, a harpist or other musician, or the 
caster; tears from different individuals 
may be combined in the casting). 

Disruption 

(Alteration, Necromancy) 

Level: 9 Components: V,S 

Range: lO'/lvl. C T : 3 

Duration: Instant. Save: Special 

AE: 40'-radius sphere 

This powerful spell causes undead and 
other magically animated creatures (such as 
golems) to be utterly destroyed. Summoned, 
enchanted (controlled by magical means), 
and charmed creatures are instantly freed 
from any controls upon them. 

Any ongoing spell-casting in the area of 
effect is ruined (magical-item effects are 
delayed for a round but are not otherwise 
affected; artifact powers are unaffected). 

All effects of a disruption occur only 


within a 40'-radius globe. The range of the 
spell refers to how distant the center of 
the globe may be from the caster. The 
spell takes effect instantly and then is 
gone; its area of effect cannot be moved. 

The spell affects creatures within the 
area of effect who are of only three spe¬ 
cific sorts. Undead, magically created or 
animated creatures, and magically con¬ 
trolled creatures that have fewer than 6 
HD are automatically affected. Any crea¬ 
ture of this sort who has 6 HD or more 
must save vs. spells to avoid being affected 
by a disruption spell (even if it wants to be 
affected). If the save succeeds, the crea¬ 
ture escapes disruption but is stunned for 
1-2 rounds. 

Immunity to Undeath 

(Abjuration, Alteration, Necromancy) 

Level: 9 Components: V,S,M 

Range: 0 CT: 1 rd. 

Duration: 1 rd./lvl. Save: None 

AE: 40'-radius sphere 

This spell creates a globe that moves 
with and is centered on the caster. The 
perimeter of this protected area glows 
with a very faint blue-white radiance, 
visible only in gloomy or dark surround¬ 
ings. All creatures can freely pass into and 
out of the globe. 

Within the globe, all beings are rendered 
immune to energy-draining attacks, 
strength-draining attacks, mental control 
(even of one undead by another), and all 
undead powers that cause fear, paralyza- 
tion, aging, or death (such as the wail of a 
banshee). 

A creature leaving the globe becomes 
normally vulnerable to undead attacks but 
can regain protection by reentering the 
globe any number of times until the spell 
expires. A being on the perimeter remains 
completely protected as long as any part 
of its body is in contact with the globe. 

Undead can freely enter or leave the 
globe, and their physical attacks do nor¬ 
mal physical damage. Undead can be 
turned with the usual chances within the 
globe. Undead cannot change form within 
the globe (e.g., a vampire cannot turn 
from gaseous to solid form or vice versa), 
nor can undead be animated by any crea¬ 
ture or means within the globe. Shadows 
and other hard-to-discem undead are 
clearly outlined at all times while within 
the globe and are rendered vulnerable to 
all weapons. 

The caster cannot end the spell's effects 
before the spell expires. Only a dispel 
magic spell can destroy the globe. Other¬ 
wise, spell-casting may be freely under¬ 
taken within the globe, by the caster of 
the immunity spell or by or others. 

The material components of this spell 
are a drop of the caster's blood, a seed 
from any plant, and a drop of holy water. 

The Tome of the 
Wyvernwater Circle 

Appearance: This tome is two octagonal 


half-rounded slabs of shadowtop wood 
enclosing 16 vellum pages. Each page 
contains a single druidic prayer (written 
spell) as follows: detect magic, faerie fire, 
invisibility to animals, pass without trace, 
wailing wind (a unique spell), cure light 
wounds, fire trap, locate animals or plants, 
produce flame, touchsickle (a unique 
spell), call lightning, cure disease, flame 
shield (a unique spell), hold animal, mold 
touch (a unique spell), water breathing. 

The book is old and well-worn, but pro¬ 
tective magicks prevent normal heat, 
flame, water (even a heavy rainfall), or 
cold from harming it. 

History and description: The Wyvern¬ 
water Circle was a group of druids who 
flourished over 200 years ago, when elves 
ruled the western Dragonreach and much 
of Cormyr and what is now the Dales was 
still cloaked in heavy forest. The Circle (of 
12 to 16 members; their numbers varied 
over time) dwelt on the northern shores of 
the Wyvernwater, at its eastern end. The 
area they protected is now mostly rolling 
farmland, although part of its easternmost 
reaches survive as the Hullack Forest. 

Hullack, leader of the Circle, was a firm 
and true friend to the elves. It is said that he 
lies buried in a hidden magical refuge 
known as the Elfhold, somewhere in the 
depths of the forest that bears his name. 
Hullack created the tome, well aware of his 
own mortality and of the need to preserve 
the woodlands-a need that could only grow 
more pressing as men became more numer¬ 
ous around the Wyvernwater. It was his 
intention that the tome serve as an aid in 
training new recruits to the Circle. The book 
could also aid the druids' allies in the defense 
of the trees if the Circle were absent, weak¬ 
ened, or destroyed. 

In the end the Circle did fall, battling 
beholders who were served by gargoyles, 
bugbears, and quicklings. The eye tyrants 
sought to establish a realm in the area, 
where they would be served by human 
and elven slaves (whom they might herd 
like cattle and hunt for sport and food). 

The Circle slew at least five eye tyrants 
and drove the rest northward into the 
mountains. The fell woodland where the 
beholders continue to lurk is known today 
as the Spiderhaunt Wood, although it was 
not then isolated from the great forest that 
covered all the land from the advancing 
desert of Anauroch to the coastal marshes 
of the Inner Sea. The tome was lost in the 
battles at which the Circle members were 
slain; driven mad, or scattered. Today, the 
tome's whereabouts are unknown. 

The contents of the Tome of the 
Wyvernwater Circle come down to us 
from surviving initiates of the Circle, and 
include four prayers said to have been 
given to Hullack by the goddess Eldath 
herself. 

Wailing Wind 

(Alteration) 

Level: 1 Components: V 

Range: 100'/lvl. CT: 1 rd. 


DRAGON 61 



Duration: 1 tum/lvl. Save: None 
AE: Special 

By means of this spell, a druid or other 
priest creates a magical warning system. 
When any creature enters a guarded area 
(a passage, chamber, cavern, doorway, or 
cave mouth of up to a maximum cubic size 
per side of 10'/level of the caster), a wail¬ 
ing, whistling blast of wind blows from the 
guarded area toward the druid. 

The wind travels toward the druid re¬ 
gardless of intervening distance if the 
druid is on the same plane as the guarded 
area. The wind can reach up to 100' per 
level of the casting druid. The wailing 
wind has a distinctive tone and can be 
heard by all creatures. It transmits and 
magnifies any sounds (of speech, move¬ 
ment, etc.) made by the triggering being at 
the time it is activated, and it can thereby 
give any hearer a clue as to what sort of 
intruder approaches. 

The spell cannot be modified to be acti¬ 
vated by only specific beings or types of 
creatures. Once the guarded area is en¬ 
tered and the wind rises, the spell is ex¬ 
hausted. The wind itself lasts for one 
round per level of the druid, although the 
caster may end it sooner. 

Once ended, the wind cannot be re¬ 
started except as follows: As the level of 
the caster increases, the number of activa¬ 
tions per single spell (i.e., the number of 
blasts of wind, occurring for different 
intruders at different times) is also in¬ 
creased. A caster of 1st or 2nd level cre¬ 
ates only a single-blast wailing wind; a 3rd- 
or 4th-level caster creates a wind of two 
blasts; a 5th- or 6th-level caster creates a 
wind of three blasts, and so on (with no 
known maximum). 

Touchsickle 

(Alteration) 

Level: 2 Components: V,S 

Range: 0 CT: 2 

Duration: 2 rds./lvl. Save: None 
AE: Self 

By means of this spell, one of the caster's 
hands temporarily becomes a magical 
weapon. The extremity is able to strike all 
creatures who can be hit by only magical 
weapons (even if such creatures are nor¬ 
mally hit by only magical weapons of +2 
or greater). The extremity gains no attack 
bonus, but its slightest touch does the 
same damage as a sickle (ld4 + 1 vs. S/M 
beings; ld4 vs. L beings). Its touch can 
slash or stab like a normal sickle, as the 
caster wills. 

A druid may use the enchanted extrem¬ 
ity to harvest greater mistletoe as though 
it were a gold or silver sickle. 

Flame Shield 

(Evocation) 

Level: 3 Components: V,S,M 

Range: 0 CT: 3 

Duration: 1 rd./lvl. Save: None 
AE: Special 

This spell brings into being a pulsing, 

6'-high shield of darkness at the end of the 


druids hand. The shield is weightless and 
has no solid existence. Missiles and other 
weapons and solid objects (including parts 
of the caster's body) pass harmlessly 
through it. The shield remains attached to 
one of the druids hands (chosen in the 
casting) unless the druid touches another 
creature's hand and wills control of the 
shield to pass to the other creature (who 
must agree to the transfer or it cannot 
occur). 

The shield works against flame. Its touch 
extinguishes normal torches, flaming oil, 
and candles instantly. Larger fires are 
diminished. A fireball striking or exploding 
around the bearer of a flame shield, for 
example, does only half damage. 

A flame blade coming into contact with a 
flame shield is harmlessly destroyed. A 
flame shield can prevent a flame strike 
only if it is directly in the path of the 
strike (i.e., over the target's head). Flame- 
related illusions, hypnotic patterns, and 
the like have no effect on any being view¬ 
ing them through a flame shield. 

A magical flaming sword striking 
through a flame shield encounters no 
resistance and does normal weapon dam¬ 
age (but not flaming damage). The shield 
doesn't permanently affect the blade in 
any way, but the part of the blade that has 
passed through the shield remains free of 
flames while any part of the blade is in 
contact with the shield; thus a flaming 
sword striking through a flame shield 
cannot ignite a scroll or other flammable 
object by touch. 

The material components for this spell 
are a piece of phosphorous, a drop of 
mercury, and a cobweb. 

Mold Touch 

(Alteration) 

Level: 3 Components: V,S,M 

Ranger Touch CT: 3 

Duration: Special Save: Special 

AE: Creature touched 

This spell empowers the druid to trans¬ 
mute mistletoe, holly, or oak leaves (the 
material components) into brown mold 
spores without harm to himself. Any crea¬ 
ture touched by the caster within six 
rounds of casting is infected by brown 
mold (an attack roll is required; if the 
druid cannot touch any creature, the mold 
spores vanish at the end of six rounds). 

The mold spores created by this spell 
cannot live on plant or inorganic material. 
All the spores created by the spell are 
transferred to any creature touched by 
the druid. Thus, the druid can infect only 
one creature per spell in the event of an 
accident, it could well be a friend or ally). 

A mold touch spell does 4-24 hp damage 
to the target creature (half that if a saving 
throw vs. spells is made). Brown mold 
spreads upon the victim; in the second 
round after the attack, the mold does 2-12 
hp damage (save for half damage). On 
every round thereafter, the victim receives 
a saving throw vs. spells. If the save is 
successful, no damage is taken and the 


spell ends. If the save fails, the victim 
takes 1-6 hp damage in that round 

Brown mold created by this spell is of 
limited duration, and a victim cannot infect 
other creatures, even if intending to do so. 
Magical cold harms mold created by this 
spell in the usual manner (but also affects 
the creature the mold is growing on). 

The Hand of Helm 

Appearance: This book is six handwidths 
across by twelve handwidths tall and is 
fashioned of sheets of polished electium. 
These pages are stamped and graven with 
the rimes and glyphs of prayers (clerical 
spells), one prayer to a page. Each page is 
linked to its fellows by two binding rings. 
The rings are welded to inch-thick steel 
covers worked to resemble overlapping, 
rivetted armor plates radiating outward 
from a single large staring eye (the badge 
of Helm, god of guardians). 

The tome is heavy (30 lbs.) and is cus¬ 
tomarily wrapped in turquoise velvet and 
borne about upon an upturned shield 
slung between two pikes carried on the 
shoulders of four priests of Helm. 

History and description: The origin of 
The Hand of Helm (both the book and the 
reason behind the name it bears) are lost 
in the mists of time. This volume was used 
by the traveling cleric Helbrace "Storm- 
hammer" Orthom in the early days of 
human settlement of the North. It served 
to guide the prayers of the acolytes and 
lesser brothers in Helbrace's service. 
Helbrace was crippled in body and mind 
at his greatest victory, the destruction of 
the illithid-led ore horde known to bards 
as the Everhorde, at the battle of Firetears 
in the year 612 (Northreckoning). He was 
taken to Neverwinter, where he lived out 
the last of his days in peaceful idleness, his 
mind clouded and wandering. The Hand 
of Helm disappeared during the battle; 
none know if Helbrace gave it to someone, 
hid it, or lost it to misadventure or a foe. 

Its present whereabouts are unknown. 
Many clerics of Helm read from its pages 
when Helbrace was active, and were free 
to copy what they needed from it. 

The Hand of Helm contains 27 spells, 
one spell per page, as follows: bless, com¬ 
mand, cure light wounds, detect evil, 
detect magic, light, protection from evil, 
remove fear, resist fire/resist cold, detect 
charm, hold person, know alignment, 
continual light, cure blindness or deafness, 
dispel magic, exaltation (a unique spell), 
forceward (a unique spell), glyph of ward¬ 
ing, mace of Odo (a unique spell), remove 
curse, speak with dead, abjure, detect lie, 
neutralize poison, protection from evil 10' 
radius, seeking sword (a unique spell), and 
tongues. 

Exaltation 

(Abjuration, Conjuration/Summoning) 
Level: 3 Components: V,S,M 

Range: Touch CT: 1 rd. 

Duration; 1 rd./lvl. Save: Special 

AE: Creature touched 


62 DECEMBER 1990 



This spell enables a priest to aid and 
protect any one other being. By touch, the 
caster removes the effects of fear, sleep, 
feeblemindedness, hunger, pain, nausea, 
unconsciousness, intoxication, and insanity 
from the spell recipient The recipient is 
protected against spells and other attacks 
causi ng these effects for the d u rati on of 
the spell. Such effects are negated, not 
postponed until the spell expires. 

When this spell is cast on a being of 
different alignment and faith than the 
caster, the recipient makes a saving throw 
vs. spells (even if willing). If the save is 
successful, the spell is lost and has no 
effect. If the spel I red pient is of the same 
alignment as the priest but of a different 
faith, the saving throw is at -4. If the 
spel I i s successfu I, the exalted red pi ent 
receives a + 1 morale and reaction/ attack 
bonus. If the spell recipient worships the 
same deity as the caster but is of another 
alignment, the saving throw is at -6; a 
successfully exalted recipient gets a +1 
morale bonus. A recipient of the same 
faith and alignment as the casta needs no 
savi ng throw, gets a 4-2 morale bonus for 
the spell duration, and (if the daic de¬ 
sires) can radiate a white, blue-white, or 
amber faerie fire radiance for the spell 
duration (if chosen, the radiance is e/oked 
immediately and cannot be ended before 
the spell expires). 

A priest cannot cast this spell upon 
himself. The mataial components of the 
spell are a flask of holy wata and a pow- 
daed sapphire or diamond (worth not less 
than 1,000 gp). 

Forceward 

(Abjuration) 

Level: 3 Components: V,S,M 

Range: Touch CT:lrd. 

Duration: 1 rd./lvl. Save: Special 

AE: creature touched 

By means of a string of gems, rock crys¬ 
tals, or glass beads and his holy symbol, a 
priest can call into being a forceward. The 
air within this sphaical area of protection 
glows faintly; it is barely visible in full 
sunlight but clearly lit in darkness. 

All creatures except those touched or 
named by the priest in the spell-casting 
must make a saving throw vs. spells or be 
forced away from the casta (for 10' per 
level of the casta), withdrawing immedi¬ 
ately. Warded creatures must remain 
outside the protected area for the spell 
duration unless they save vs. spel Is at-3 
to successfully break into the warded area 
(one save pa round for each being at¬ 
tempting to enta). 

Any creature breaking through the 
forceward may move and act freely there- 
afta but cannot confa freedom from the 
ward to otha creatures, even by attempt¬ 
ing to drag them along. Any creature may 
freely leave the warded area but must 
successfully save to reenta, even if origi¬ 
nally named as protected or if successful 
earlia in breaching the ward. 

Missiles and spells may be launched 


freely into and out of the warded area. 

The forceward ends instantly if the casting 
priest leaves its confines, is slain or ren- 
daed unconscious, or wills the ward out 
of existence. The casta may engage in 
spel I-casting without affecting a force- 
ward; continuous concentration is not 
required to maintain it. A dispel magic 
spell destroys a forceward instantly. 

M ace of Odo (Evocation) 

Level: 3 Components: V,S,M 

Range: 0 CT:lrd. 

Duration: 1-4 rds. Save: Special 

AE: Special 

By means of a stone, a piece of wood, 
and two drops of holy wata, this spell 
enables a priest to create a magical mace. 
A mace of Odo is actually a mace-shaped 
construct of force. It is translucent but 
glows bright white (its radiance equal in 
effects to a light spel I). The mace can be 
wielded immediately when casting is com¬ 
plete, or it can be held for up to three 
rounds. All spells cast at the beara of a 
mace of Odo are absorbed harmlessly by 
the mace (area-effect spells are not af¬ 
fected by such a mace). 

A mace of 0 do stri kes at +5 to hit and 
does 3-18 hp damage (424 hp to undead). 
Whenever it stri kes, or four rounds afta 
the round of its casting (whicheva comes 
first), the mace vanishes instantly in a 
burst of white radiance. Creatures of 2 HD 
or less suffa only 1 hp damage when 
struck by a mace of 0 do but must save vs. 
paralyzation or be paralyzed for 2-5 turns. 

Seeking Sword (Evocation) 

Level: 4 Components: V,S,M 

Range: 30' CT:7 

Duration: 2 rds./lvl. Save: None 
AE: Special 

This spell brings into being a shimma- 
ing blade of force that appears as a sword 
of any description the casta desires. The 
sword forms in mid-air and is animated by 
the will of the casta (who need not eva 
touch it), flashing about as it attacks. 

The blade is silent (maneuvaability class 
A) and fast (able to catch a quickling), 
although it cannot move beyond spell 
range from the casta. The blade can 


strike four times pa round, doing 2-8 hp 
damage with each successful hit. 

Although it has no attack bonuses, a 
seeking sword is considered a 44 magical 
weapon for detamining what sorts of 
beings it can strike. It can strike nonliving 
objects and can be wielded dextaously 
enough to lift latches, slide bolts open or 
shut, turn pages of books, and so on. The 
casta may freely move the sword from 
target to target unless physical or magical 
barrias (such as a wall of force) is in the 
way, but the casta must concentrate on 
the blade to maintain its existence and to 
direct it (otha spell-casting is impossible). 

A seeking sword moves with strength 
enough to parry and hold back anotha 
blade wielded by a strong human or hu¬ 
manoid. It can be used to shatta glass 
objects, spike open doors, puncture sacks, 
or search for unseen opponents by sweep¬ 
ing through apparently empty spaces or 
across windowsills and thresholds. 

The mataial components are a drop of 
macury and a human hair. Q 


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DRAGON 63 







Robotech: The New Generation 

Available on video tape from Palladium Books 


At last, you can see the incredible REF Cyclone, Alpha, and Beta Fighters 
in dynamic action against the insidious Invid! 

This is the first time the Robotech 1 : The New Generation (a.k.a. Mos- 
peada or Invid Invasion) has been made available on VHS video tape in North 
America. 

The New Generation portion of the Robotech™ television series is second 
only to Macross in popularity. Yet most fans have never seen it. 

Why? Well, it simply seemed to get less TV air time than the famous 
Macross segments. Many syndicated stations opted to repeat the popular Mac¬ 
ross episodes rather than the entire series, never realizing how many fans 
longed to see the New Generation. Likewise, the New Generation!Invids has 
never been available on video tape. Until now that is. 

Palladium Books* proudly presents 
ROBOTECH : The New Generation 
on VHS video tape. 

The past unavailability of the New Generation (Invid) was a tragedy, because 
it offers spectacular, dynamic and colorful animation, as well as great combat 
scenes, a swift moving story, and the famous REF mecha, including the 
Cyclones, Alphas, Betas, and Shadow Fighters. 

The story is a gripping one of survival and courage, as a half dozen young 
freedom fighters battle their way across the American continent, fighting against 
staggering odds. Ultimately, their valiant efforts rekindle humankind’s spirit 
and ends in the climactic battle at Reflex Point (and it is a climax that’s as 
exciting as one can get). 

The first New Generation/Invids video tape presents the first three 
episodes, The Invid Invasion, The Lost City, and Lonely Soldier Boy. Witness 
the swift and terrible invasion of the Invid, the arrival of Scott Bernard and 


the destruction of the second REF assault fleet. Scott immediately meets the 
wilderness scout, Rand, and the two embark on adventure. By the end of the 
third episode, our cast of heroes is complete, Scott Bernard, Rand, Rook, 
Lunk. Annie, and the infamous Lancer (a.k.a. Yellow Dancer). 

Robotech fans take note! 

• All 25 episodes will be presented in their original, televised form. 
Uncut and unedited! 

• There will be eight tapes in the video tape series. Three complete 
episodes will be presented on each tape (only number seven will contain 
four episodes). 

• Running time approximately 76 minutes. 

• Sorry, VHS Only! 

• Glorious Color! 

• Unrated. Does contain violence (it is a war story). 

• Suggested retail price is $29.95. 

• Available in hobby stores and comic book shops everywhere. Or di¬ 
rectly from Palladium Books® by mail at $24.95 plus $5.00 for first 
class postage and protective bubble envelope and handling. 

• The first Robotech New Generation video tape should be in the 
stores mid October. Features an original cover by artist Kevin Long. 

• The second tape will be available in December. A new tape will be 
released approximately every two or three months thereafter. 

Palladium Books® 5926 Lonyo Detroit, MI 48210 

Palladium Books 8 , 
your Robotech connection! 

ROBOTECH © 1985 Harmony Gold U.S.A.. Inc ./Tatstinoko Production Co.. Ltd. All Rights Reserved. ROBOTECH 





Monsters have feelings, too 


©1990 by Jim Bambra 

At their worst, fantasy-game monsters 
are bunches of statistics that loll around in 
dark places waiting to be butchered. They 
come to life only when adventurers kick in 
the doors to their rooms and attempt to 
steal their treasures. 

In extreme cases, monsters seem to 
survive on air, lacking even basic necessi¬ 
ties like water and food. They live next 
door to creatures that would cheerfully 
devour them for breakfast. In settings like 
these, deafness or selective hearing defi¬ 
ciencies are often widespread. Monsters 
carry on their lives, blissfully unaware 
that in the next room their neighbors are 
being dismembered and incinerated by 
treasure-hungry adventurers. 

We've all seen the above at one time or 
another. Hordes of monsters stuffed into 
small rooms were once a staple of fantasy 
role-playing adventures. These days, we 
expect a little more in our gaming ses¬ 


sions. Role-playing has become more 
narrative-based; plots and character devel¬ 
opment have taken over from the old-style 
dungeons where characters started at the 
top and chopped and blasted their ways 
down to the bottom. 

At the same time, our expectations of 
what constitutes a monster have changed. 
Now, listings of combat abilities and equip¬ 
ment no longer seem adequate. We look 
for much more: How do the monsters live, 
sleep, eat? How do they view the world, 
one another, and other races? What moti¬ 
vates them in their dealings with others? 
Do they act from fear, mindless aggres¬ 
sion, or the pressures of an expanding 
population? How has their history and 
racial development colored their attitudes? 
Do they look to the deities and immortals 
to aid them, or do they worship the gods 
out of fear? 

Background is important in bringing any 


nonhuman race to life. A race that is 
firmly based within the game world is 
much more believable than one that is 
simply dumped into a dungeon room with 
no means of survival. Background pro¬ 
vides GMs with adventure hooks and 
excellent role-playing opportunities. It is 
also important if members of that race are 
going to be used as player characters. 

No one is going to seriously suggest that 
you play a green slime or giant slug, but 
there are creatures out there that can be 
lots of fun to play. For a start, you can 
take on the role of the bad guys and go 
whack on the humans, elves, and halflings. 
Also, playing nonhumans or monsters can 
be a great role-playing experience in itself. 

This month we take a look at five sup¬ 
plements that deal with monster and non¬ 
human races and cultures. In addition to 
providing GMs with background informa¬ 
tion, these supplements allow the featured 


DRAGON 65 

















races to be used as player characters. 

Trollpak 

RUNEQUEST® game supplement 
The Avalon Hill Game Company $18 

Boxed set containing one-page information 
sheet, 56-page Uz Lore booklet, 50-page 
Book of Uz, 40-page The Munchrooms 
booklet, one-page black and white map, 
large color map of the troll lands, pad 
of six troll character sheets, and four- 
page Thunderbreath Gobblegut's Res¬ 
taurant menu 

Design: Greg Stafford and Sandy Petersen 
Additional material: William Dunn, Charlie 
Krank, and Lynn Willis 
Editing: William Dunn and Lynn Willis 
Cover illustration: Steve Purcell 
Interior illustrations: Lisa Free, James 
Kevin Ramos, and Steve Purcell 

Before looking at this new edition of 
Trollpak, a little history is in order. 

Trollpak was originally released by 
Chaosium, Inc. in 1982. It consisted of 
three booklets and three smaller folios 
that between them took an extensive look 
at trolls in the RUNEQUEST game. Now 
the contents of the original Trollpak have 
been updated to the third-edition RUNE¬ 
QUEST game and split into four products: 
Trollpak, Into the Troll Realms, Troll Gods, 
and a forthcoming supplement on the 
Sazdorf Clan of trolls. 

Into the Troll Realms consists of troll- 
oriented adventures and was reviewed in 
DRAGON® issue #148. Troll Gods is re¬ 
viewed later in this article. 

Background: Even though reduced in 
size, Trollpak remains one of the best 
treatments of a nonhuman face available. 
Designed for use with the world of Gloran- 
tha (see DRAGON issue #161), it details the 
origin and development of the trolls in 
terms of Glorantha's mythic history. 

Trolls have played an integral part in the 
development of Glorantha and have suf¬ 
fered greatly. In the early period of 
Glorantha their fertility goddess. Korast¬ 
ing, was imprisoned in the lands of the 
dead following the arrival of the sun god 
Yelm into the lands of darkness. The loss 
of Korasting caused a change in the trolls' 
offspring. Instead of continuing to pro¬ 
duce members of the ancient Mistress 
Race, trolls began to give birth to Dark 
Trolls. Even worse, the trolls were fore¬ 
most in the wars against chaos and be¬ 
came cursed as a result. The Trollkin 
Curse, as it is known, further interfered 
with troll reproduction. Under its influ¬ 
ence, over half of all troll pregnancies are 
premature and result in trollkin births. 
These creatures are weak, stunted trolls 
who never grow to full maturity; they are 
treated as slaves and as food sources by 
the trolls. 

Other aspects of troll history and devel¬ 
opment are further detailed in Book One: 
Uz Lore. The historical and mythic back¬ 
ground is extensive and forms the main 
part of the book. Other information is 


broken up into sidebars or annotated 
anatomical diagrams. The way that trolls 
refer to themselves as Uz (literally "us") is 
described, as are the way trollkin are 
divided into various castes ranging from 
the prized "values" to the lowly "food" 
trollkin. 

Trolls can eat almost anything, and we 
are treated to extensive descriptions of 
what this means in practice. One of these 
descriptions is "Uz Food Preferences: An 
Experiment" in which a researcher feeds 
selected items to a troll. During the experi¬ 
ment, the troll eats a wide variety of items: 
a silver finger ring, an obsidian arrow 
head, a small wooden drum, a small glass 
disk, a leather and brass lantern (with oil), 
and other equally unlikely items. 

This book winds up with a look at some 
typical troll lairs and at the giant insects 
that the trolls breed as pets, beasts of 
burden and as food. 



Game mechanics: The game mechan¬ 
ics fit smoothly and neatly into the RUNE¬ 
QUEST game, being logical extensions of 
existing rules rather than new systems. 
Book Two: Book of Uz contains troll 
character-generation rules and informa¬ 
tion on troll society for player characters. 

It looks at the ceremonies conducted when 
a troll reaches adulthood and maturity, as 
well as more background information on 
this fascinating race. 

Then the cult of the trolls major deity, 
Kyger Litor is described in detail. This 
entry is far larger than the one in Gods of 
Glorantha (see DRAGON issue #127) and 
covers all aspects of Kyger Litor worship 
and cult membership. 

The remainder of the book is taken up 
with stats for various beetles and encoun¬ 
ter tables for use in troll lands. The 
encounter tables are followed by brief 
descriptions that flesh out each encounter. 

Adventures: Book Three: The Mun¬ 
chrooms is a fairly straightforward 
dungeon bash suitable for use with troll 
player characters, rebellious trollkin char¬ 
acters, or human adventurers. Taken from 
the trolls point of view, the adventure is 
okay. The troll PCs accompany a troll hero 
and his buddies on a raid on the trollkin 
infested caverns. Given the number of 
NPC trolls involved, the PCs are likely to 
spend a lot of time just standing around. 

When played from the trollkin's point of 
view, the adventure is much more exciting. 
The PCs have to organize defenses and beat 
off repeated attacks by the trolls. It is likely 
that the trolls will eventually win, so the 
adventure is really only useful as a one-off, 
unless the GM allows the PCs to escape. 
Human PCs can join in on either side. 

While The Munchrooms is okay, it fails 
to do justice to the extensive background 
information of Trollpak. I would have 
much preferred to see a more role¬ 
playing-oriented adventure in which the 
PCs get to interact with troll culture in a 
more meaningful way. Admittedly, the 
adventures in Into the Troll Realms go a 
long way to doing that, but it would have 
been nice to see troll culture and society 
more in the forefront here. 

Presentation: The presentation of 
Trollpak is very high. Illustrations are used 
as an integral part of the product to depict 
aspects of troll culture. The text is very 
well presented, with good use of sidebars 
and short essays. 

Of special mention is the Thunderbreath 
Gobblegut's Restaurant menu. This four-page 
card menu presents such culinary delights 
as trollkin burger, batter-fried pixies, dwarf 
haunch, and elf torso, all illustrated for your 
dining and viewing pleasure. 

Evaluation: Even given the way the 
original Trollpak has been split across four 
products, the new Trollpak is still a sub¬ 
stantial supplement. It provides an exten¬ 
sive look at trolls in the RUNEQUEST game 
and presents the information in a very 
usable format. 

On a negative note, only the cult of Kyger 


66 DECEMBER 1990 



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Litor is described in any detail; to get the 
same level of information for the other cults. 
Troll Gods is essential. However, shorter 
descriptions of five of the major deities can 
be found in Gods of Glorantha. 

Even so, Trollpak is an excellent example 
of how to breathe life and creativity into 
nonhuman races, and I recommend 
Trollpak to anyone interested in seeing its 
superb presentation. Trolls in the RUNE- 
QUEST game may be monsters, but they 
are well characterized and believably 
motivated. 

Troll Gods 

RUNEQUEST® game supplement 
The Avalon Hill Game Company $20 

Boxed set containing one-page information 
sheet, 88-page Troll Cults booklet, 28- 
page background booklet, and large 
two-color map 

Design: Greg Stafford, Sandy Petersen, 
and William Dunn 

Editing: William Dunn and Sandy Petersen 
Cover illustration: Tom Sullivan 
Interior illustrations: Dave Dobyski 

Troll Gods is a companion product to 
Trollpak. It describes 15 troll deities in 
great detail and makes available new cult 
spells and skills. Seven of these deities 
appeared in the original Trollpak set and 
are reproduced here unchanged. The 
others, to my knowledge, are fully de¬ 
scribed here for the first time. 


The deities are interesting and add to 
our knowledge of troll lore. Here we get 
details of: Aranea, Goddess of Spiders; 
Argan Agar, God of Surface Darkness; Mee 
Vorala, Goddess of Fungi; Xiola Umbar, 
Goddess of Compassion; and Zorak Zoran, 
God of Hate, among others. 

The range of deities is extensive, show¬ 
ing the diversity of troll beliefs and cul¬ 
tural expression. For some reason, the 
Kyger Litor entry from Trollpak has been 
reproduced verbatim. It could be claimed 
that this has been done for completeness, 
but anyone who buys Troll Gods is likely 
to already have a copy of Trollpak. The 
Kyger Litor entry is eight pages long, an 
excessive amount of material to repeat. It 
would have been better if the space had 
been used for something else or if the 
overall size of the book had been reduced. 

The background booklet contains vari¬ 
ous essays on troll life and religion, com¬ 
piled by the sage Minaryth Purple. It takes 
a look at troll history and religious prac¬ 
tices through the eyes of various outsid¬ 
ers. The text provides useful insights into 
troll life and offers various interpretations 
of their religious practices. 

Presentation: With the exception of 
the cover illustration, the artwork in Troll 
Gods is of very questionable quality. The 
full-page drawings appear childishly ren¬ 
dered. Rather than enhancing the product, 
they detract greatly from it. 

In one place, text in the background 


booklet ends in mid-sentence with no 
indication given of where it continues. 
Otherwise, the presentation is clear and 
concise, with each deity and associated 
cult information neatly described. 

Evaluation: To GMs and players seek¬ 
ing to get the most out of Trollpak, Troll 
Gods is essential. To anyone interested in a 
good guide to nonhuman deities. Troll 
Gods is also useful. But given the repeti¬ 
tion of information from Trollpak and the 
poor quality artwork, I cannot really rec¬ 
ommend Troll Gods to anyone else. Check 
out Trollpak first, then decide whether 
you want the additional information from 
Troll Gods. 

RUNEQUEST game products are availa¬ 
ble from The Avalon Hill Game Company, 
4517 Harford Road, Baltimore MD 21214. 

PC 1 Tall Tales of the Wee Folk 

D&D® CREATURE CRUCIBLE™ supplement 
TSR, Inc. $9.95 

64-page booklet, 32-page adventure book¬ 
let, two-panel card cover 
Design: John Nephew 
Editing: Gary L. Thomas 
Cover illustration: Keith Parkinson 
Interior illustrations: Valerie Valusek 

The D&D game's Known World has 
received plenty of coverage in recent 
years. Thirteen Gazetteers and the Dawn 
of the Emperors boxed set have done a 
fine job of detailing many interesting and 
fascinating cultures, human and nonhu¬ 
man. We've seen Gazetteers covering the 
elves, dwarfs, and halflings, and the ores, 
goblins, ogres, and trolls of the Broken 
Lands. The Ores of Thar (see DRAGON 
issue #148) even gave players the chance 
to take on the roles of humanoid scum by 
providing character-generation rules and 
experience-level tables. 

With the release of the CREATURE 
CRUCIBLE series, the opportunities for 
nonhuman role-playing have expanded 
even further. PCI Tall Tales of the Wee 
Folk is the first of three of these supple¬ 
ments. PC2 Top Ballista is reviewed hereaf¬ 
ter. (Because I designed PC3 Tire Sea 
People, I'm unable to review it.) 

In Tall Tales of the Wee Folk, we enter 
the woodland realm of the Dreamland. 
Ruled by the fairy king, Oberon, the 
Dreamland is home to many creatures 
drawn from diverse mythological sources. 
Here, Celtic sidhe rub shoulders with 
ancient Greek centaurs and fauns. While 
this is keeping with the eclectic back¬ 
ground of the D&D game, it tends to blur 
differences between the two cultures, 
detracting from the overall cohesiveness 
of the product. Other creatures covered 
are brownies, dryads, hsiao (large, intelli¬ 
gent owls), leprechauns, pixies, pookas 
(shape-changing pranksters), sprites, 
treants, wood imps, and woodrakes. 

Background: The races are introduced 
and described by knowledgeable charac¬ 
ters who tell us how each race lives, what 
they look like, how they dress, their cul- 


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68 DECEMBER 1990 



tural outlooks and aspirations, and other 
relevant pieces of information. This is 
followed by game-orientated information 
that lists experience levels and relevant 
special abilities. 

Each race is neatly handled, and players 
are given plenty of good role-playing 
hooks. Occasionally the text lapses into 
game terminology in the middle of charac¬ 
ter speech, and that jars the narrative. 

The background information on the 
forest realm is useful and contains some 
very nice touches, such as the way the 
Fairy Court holds its meetings using a 
timestop spell. 

Game mechanics: Tell Tales of the 
Wee Folk follows the design guidelines set 
out in The Ores of Thar, but compared to 
its predecessor, it does not quite come up 
to scratch. In The Ores of Thar, large and 
powerful creatures, such as trolls and 
ogres, start off as young members of their 
race who have to work their way up to 
normal monster level. A troll starts off as a 
whelp, and an ogre as a youngster; both 
terms conjure up neat images of immature 
monsters. Unfortunately, creatures in PCI 
start the game with negative experience 
points, so we start with a -4,000 XP cen¬ 
taur. Not very inspiring, is it? Surely, titles 
like "colt" or "young" would have been 
better. A bit of time and effort taken here 
would have improved this product tre¬ 
mendously and helped to have pushed the 
game mechanics into the background. 

A few other design problems occur in 
PCI. Character races are described as 
making saving rolls as clerics, fighters, 
magic-users, etc. of the same level. That's 
fine, but how does a creature that has not 
achieved 1st level make saving throws as a 
cleric of any level? Setting saving throws 
according to the number of hit dice would 
have been preferable, at least until the 
creature's level exceeded its hit dice. 

Also, creatures fight according to their 
numbers of hit dice, but no indication is 
given on how to handle the combat abili¬ 
ties of high-level creatures who no longer 
increase in hit dice at high levels. These 
creatures gain a fixed number of hit points 
per level instead, as do high-level human 
characters. 

In other areas, PCI is much better. The 
relative experience-level costs are well 
balanced, with no race being more power¬ 
ful than another. The new fairy spells are 
good and give a distinct flavor to these 
whimsical and fun creatures. Players and 
GMs can have a lot of fun with the crea¬ 
tures featured here; there's plenty of 
scope for humorous role-playing, particu¬ 
larly with the pooka and farm. 

Even GMs who have no desire to let 
their players deviate from the straight and 
narrow world of humans, dwarves, elves, 
and halflings will find that PCI has a lot to 
offer. Now, with their ability to improve in 
levels, even diminutive pixie and sprite 
NPCs can become a challenge for high- 
level characters. 

Adventures: The 32-page adventure 


book features six short 1-2 page adven¬ 
tures and a longer 15-page adventure. 

They cover levels one through 26, and are 
useful when you need woodland modules. 

The 15-page adventure, "The Lost Sene¬ 
schal," is for lst-3rd level characters. 

While interesting and having an other¬ 
worldly feel to it, the use of a basilisk in a 
pivotal encounter makes me very uneasy. 
Even though the PCs get an indication that 
it's there, any creature that turns charac¬ 
ters to stone simply by looking at them has 
the potential for bringing the adventure to 
a dead stop. ("We failed our saving throws. 
What now?") 

Presentation: The presentation is 
generally quite high, but it lacks the neat 
integration of graphics and text found in 
Trollpak. Some of the character voices are 
a little dry in places, conveying the infor¬ 
mation in a scholarly tone rather than in a 
more conversational one. But this is hardly 
a major problem. 

Evaluation: Tall Tales of the Wee Folk 
contains some very good ideas, particu¬ 
larly in its background sections. But it fails 
to live up to the very high standards set by 
The Ores of Thar. It does a good job of 
introducing us to the woodland creatures 
and expanding on the information con¬ 
tained in the rulebooks, but suffers from a 
number of minor design problems. Even 
given these. Tall Tales of the Wee Folk is a 
fine product. 

PC 2 Top Ballista 

D&D® CREATURE CRUCIBLE supplement 
TSR, Inc. $9.95 

64-page booklet, 32-page adventure book¬ 
let, large color map, two-panel card 
cover 

Design: Carl Sargent 
Editing: Paul Jaquays 
Cover and Interior Illustrations: John 
Lakey 

In Top Ballista, we take to the skies to 
visit the aerial city of Serraine. There we 
get to meet the flying aces of the Top 
Ballista squadrons and marvel at those 
glorious gnomes in their flying machines. 
That's right. PC2 gives you nifty First- 


World-War-style fighter planes, complete 
with deadly lightning guns and synchro¬ 
nized crossbows. 

Background: Top Ballista takes a hu¬ 
morous look at the sky gnomes and their 
bizarre yet workable inventions. The city 
flies over the Known World carrying its 
inhabitants with it. Creatures featured in 
this product are faenare (birdmen), 
gnomes, gremlins, harpies, nagpa (vulture¬ 
headed guys), pegataurs (winged cen¬ 
taurs), sphinxes, and tabi (catlike 
creatures). What do these creatures have 
in common? They all live in Serraine. 

As in PCI, each of races is introduced by 
a character who gives us the lowdown on 
cultures, evolution, and lifestyles. This text 
is presented in a cheerful and illuminating 
manner that captures the flavor of the city 
and its inhabitants nicely. 

Game mechanics: In this area, PC2 is 
much less successful, showing signs of not 
having been designed or edited very thor¬ 
oughly. Some areas are markedly better 
than others, but I found enough mistakes 
and poorly considered areas to give me 
cause for concern. 

Let's start with some of the creature 
designs. Some creatures starting with 
negative experience points are described 
as being "young" or "teens," while others 
are listed as starting with negative XP 
totals. This is an improvement over PCI, 
but why aren't all of the character races 
given a consistent treatment? 

Also, I'm not convinced that much 
thought has gone into balancing the abili¬ 
ties of these creatures. The sphinx, for 
instance, requires 300,000 XP to progress 
from a beginning 2-HD monster to a 3-HD 
monster. Given the same number of expe¬ 
rience points, a human fighter will have 
attained 9th level. 

With the nagpa we have a similar prob¬ 
lem. A beginning nagpa needs 100,000 XP 
to progress. Okay, this is less than a 
sphinx, but the nagpa then goes from 2 
HD to 4 HD! Another jump occurs when it 
accumulates another 200,000 XP and goes 
from 4 HD to 6 HD. A 1-HD increase per 
level would have been preferable and 
would have at least kept the XP cost down 


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DRAGON 69 



to 50,000. 

Given the high XP costs, sphinx and 
nagpa PCs are going to progress very 
slowly in comparison to other characters. 
This has the potential to be a very frus¬ 
trating experience in itself. It also leads to 
sphinx and nagpa characters being left 
behind as other creatures and characters 
increase in level. In acampaign in which 
only nagpa and sphinxes are played, it's 
less of a problem, but as it stands it's way 
out of line with normal expectations. On 
the positive side, these creatures have 
some powerful abilities to compensate, but 
these fail to balance out the disproportion¬ 
ate XP costs paid for them at low levels. If 
these PCs could have paid more XP later 
when they were more established, it 
would have been far better. 

Elsewhere, other problems exist. 

Faenare experience-level tables do not 
match the examples and references in the 
text. Harpies are shown as having two 
almost identical charm person abilities at 
"young" level: the first ability gives their 
victims a +2 bonus to saving throws, and 
the second gives their victims a +1 bonus. 
Pegataurs automatically progress as spell- 
casters using the same table as elves. They 
can, however, elect to follow the path of 
the wicca (tribal magic-users). For this 
they need Intelligences of 15+, and they 
can progress up to 8th level in spell¬ 
casting ability by paying extra experience 
points per level. By performing the addi¬ 



tional (and optional) rituals, they might 
progress higher as wiccas than they can as 
elves (which cuts out at 10th level). But 
why would anyone want to follow a ca¬ 
reer that restricts them in their choice of 
spells, offers no guarantees that they'll 
ever achieve the same level of spellcasting 
ability, and costs them additional experi¬ 
ence points to follow? 

These flaws ruin what is in many ways a 
fine product. The sky gnomes and their 
ability to build machines using fantasy 
physics are handled well. The faenare are 
a finely detailed race with nifty powers, 
able to create spell-like effects through 
songs. The city is neatly described, and the 
plane rules look like they'll work, although 
they overlook such basic concepts as stall 
speeds and acceleration/deceleration. 

Adventures: There are three adven¬ 
tures for characters of various levels. The 
first contains a basilisk that must be de¬ 
feated by the PCs. This looks like another 
case of making the saving throws or hav¬ 
ing the adventure come to a grinding halt. 

The longest adventure is for characters 
of levels 7-11 and is set within the flying 
city. The opening stages require a fair bit 
of detective work from the PCs, but the 
text suffers from a murky presentation 
that makes it hard to follow. After the 
investigation in the city, the PCs chase the 
bad guy through the air in one of the 
planes. But they are not allowed to catch 
him or else the adventure comes to a 
premature end. When the PCs follow him 
to the next encounter area, the person to 
whom he has fled for protection is likely 
to zap him with a lightning bolt spell for 
leading the PCs to his lair. Exit one villain, 
to be replaced by a second one who ap¬ 
pears to exist for no other reason than to 
fight the PCs. Even worse, this second 
villain doesn't even bother to lock his door 
(he forgets). 

Presentation: The graphic presenta¬ 
tion is high, with a full-color map of the 
city and excellent illustrations of the four 
planes. The interior artwork captures the 
humorous flavor of the product well, but 
it is not used to enhance the text. For 
example, there are no illustrations of a 
faenare or tabi, and the only nagpa illus¬ 
tration is not near the nagpa entry. 

Evaluation: Top Ballista suffers from a 
large number of design flaws, which is a 
pity as it has some great ideas and well- 
written descriptive passages. The back¬ 
ground sections are generally very good, 
making it a fun and unusual adventure 
setting. Viewed as a source of background 
information. Top Ballista is useful, but its 
failure to provide balanced PC creatures 
weakens it greatly. This one is for com- 
pletists only. 

GURPS® Fantasy Folk 

GURPS game supplement 

Steve Jackson Games $16.95 

128-page perfect-bound book 

Design: Chris C. McCubbin 

Additional material: Loyd Blankenship and 


Steve Jackson 
Editing: Loyd Blankenship 
Cover illustration: Ken Kelley 
Interior illustrations: Evan Dorkin, Charlie 
Wiedman, Angela Bostick, and Rick 
Lowry 

GURPS Fantasy Folk describes 24 crea¬ 
tures that can be used as player charac¬ 
ters or as monsters. These include: the 
traditional dwarves, elves, and halflings; 
woodland and aquatic creatures; and the 
ores, goblins, giants, and other bad guys of 
fantasy literature. The book is split into 
two parts: extensive creature design rules, 
and four-page descriptions of each of the 
races. Let's start with the creature descrip¬ 
tions first. 

Background: Each creature is de¬ 
scribed in terms of its psychology, ecology, 
culture and politics. These provide good 
insights into each of the races, but they 
fall short of allowing them to be role- 
played really effectively. While there is 
nothing intrinsically wrong with the de¬ 
scriptions, they suffer from being de¬ 
signed for a generic setting. Instead of 
getting creatures who are integral parts of 
their fantasy world, we get creatures who 
can be plugged into almost any world, 
which gives them a fairly bland flavor. 
Given the world of Yrth, described in the 
GURPS Fantasy game, it's strange that 
these creatures were not designed to be 
part of it. 

Game mechanics: The creatures are 
designed and balanced using the extensive 
guidelines at the front of the book. These 
guidelines cover racial advantages and 
disadvantages such as longevity and slave 
mentality, each rated in terms of its char¬ 
acter design point cost. Using these com¬ 
prehensive guidelines, any kind of 
creature can be designed for the GURPS 
game. The use of point costs acts as an in¬ 
built balancing device: Any creature that is 
too powerful is going to cost too many 
character points for players to afford. 

Presentation: The cover artwork is 
exceptionally good, but the internals are 
only average at best. Each race is illus¬ 
trated, so there is no doubt about its ap¬ 
pearance. It's just a pity that the 
illustrations are not of a higher quality. 

Evaluation: GURPS game players look¬ 
ing for nifty creature design rules will not 
be disappointed in this product. With a bit 
of work, the creatures can be integrated 
into any fantasy world, which makes them 
useful to GMs looking for ideas rather 
than finished settings. To those looking for 
detailed descriptions of how these crea¬ 
tures interact with a given world or set¬ 
ting, GURPS Fantasy Folk is far too generic 
to offer more than just a brief glimpse. 

This is available from Steve Jackson 
Games, Box 18957, Austin TX 78760. Q 


70 DECEMBER 1990 





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Earth is brimming with what ancient man called “magic“ energy. Ley lines 
criss-cross the planet. Where they intersect, the energy is at its peak and 
trans-dimen sional rifts open the fabric of space and time, releasing unspeakable 
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Palladium Books & Megaveisc are trademarks owned by Kevin Sicmbieda. 

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DRAGON 71 





72 DECEMBER Vm 


David 0- Hillnr 











The Mechanics of the 



A mechanical serpent has no ecology 


by Spike Y. Jones 

"As you can easily hear, Grainne, our 
own crwth is much gentler in tone than 
the quayteros of the worshipers of Ishtar 
the Dancer. Now, compare my telyn with 
this other harp called a kissar. It's made 
from the skull of a minotaur that has had 
strings attached to its horns by—" 

"Look at Aidan! Look at Aidan!" cried 
Fiona, interrupting the bard in midlesson. 

"If you're trying to look like a fool, 

Aidan, you're doing a good job of it," mut¬ 
tered the children's older sister. 

"I'm trying to get this horn to blow, 
Grainne, but it just won't work," 

"That 'horn' is actually a very rare in¬ 
strument in this country," said the bard, 
"for I found it in a land beyond the Imbran 
Mountains and, indeed, beyond the des¬ 
erts on their nether side. It is a 'naganai.' " 

"A what?" asked the red-headed boy. 

"A 'snake-flute,' in the language of a man 
named Gawara Hawara." 

"It doesn't look like a flute," observed 
Grainne. 

"Or a snake," added Fiona. 

"And it doesn't sound like either," added 
Aidan with a grin as he handed the tube of 
wood and metal to its owner, who took it 
in his right (and only) hand. 

"That's a part of its special magic," said 
the bard. 

"Magic? Like in the stories?" 

"Yes, Fiona, magic like in the stories." 

"And was there magic when you got the 
flute?" 

"Yes, Aidan, there was magic in the 'nai, 
and there was magic all around it, and 
there is magic in it still." 

"And will you please tell us about it, Mr. 
Farwanderer?" 

"I wonder how it was that I knew what 


the next question asked of me would be? 
Yes, Grainne, I will tell you this story, but 
only as I can see that otherwise our music 
lesson will go no farther this day. Fiona, 
bring me the other naganai, the polished 
wooden one, from my instrument satchel. 
Aidan, you get me a drink to wet my lips— 
but only water, mind you; it's hardly past 
dusk. And Grainne, you merely make 
yourself comfortable here while the oth¬ 
ers are about their tasks, for you shall 
have a task of your own—a musical task— 
to perform later." 

There had been a sound, and from close 
by. It was not a proper command and had 
been nothing at all intelligible, but it was 
the first time in untold years and miles 
that there had been a sound. The listener 
hesitated in the near darkness - then 
moved in that direction. It was so close. 

"Years ago when I was still earning the 
title 'Farwanderer,' for I had yet to see 
many of the faraway places that by now I 
have, I arrived in the city of Mangala on 
the banks of the Porah River. I was travel¬ 
ing in those eastern lands looking for an 
education of sorts and the means to sup 
port myself until the education was 
through. In Mangala I found what I 
thought was a way to combine the two. 

"The average person of that place is 
much the same as those of Mardukan to 
our south, but their magicians are of a 
different sort entirely. While Mardukanian 
spell-casters use their elaborate rituals to 
ensure good harvests and to protect their 
people from barbarian and monster at¬ 
tacks, Mangalan wizards use their magicks 
to fabricate items of power for their per¬ 
sonal profit. And I had heard of one such 
magical creation, rumored to be unique in 


the world. 

"This thing, called the Light of Surya, 
was a flawless diamond that had been 
magically engraved with the words to a 
number of spells of great power. Fortu¬ 
nately, those spells could be cast only by 
one strong of will and pure of heart, and 
the mage who possessed the diamond, 
Gawara Hawara, had neither, having 
gained the periapt by way of a poisonous 
snake, as he was both a coward and a 
scoundrel. While I myself had not the . . . 
magical aptitude to use such a device, I 
thought that retrieving and returning it to 
the rightful owners would be beneficial to 
all involved—including myself," he added 
hastily before Aidan could say the same. "I 
was younger then, and willing to lay aside 
my greatest talent for a bit of glory and a 
chance at being killed." He hefted the 
strange flute in his hand. 

"Did you sneak in and grab it?" asked 
Fiona. 

"Or did you break in and fight for it?" 
countered Aidan. 

"Being not as rash as many another 
young adventurer," the bard continued 
blithely, "I did not present myself at the 
mage's door and demand the return of the 
periapt. Instead, remembering such sage 
phrases as 'ignorance breeds indigence' 
and 'over hurried, soon buried,' I decided 
to first learn as much as I could concern¬ 
ing Gawara Hawara's security measures. 

"The first thing I was told by those I 
approached was that he guarded himself 
and his treasures with snakes—mind you, 
not just any snakes, but magical creatures 
with scales of steel and blood of oil. 1 

"These 'iron cobras,' for such were they 
called, he constructed for himself in his 
apartments and released to prowl the 
courtyards and recesses of his mansion. It 


DRAGON 73 


was one such device as this that he sent to 
slay the mage-priest of Surya to gain the 
magical gemstone I sought, one of many 
such stolen articles said to litter his quar¬ 
ters. Many a prospective pilferer had died 
in the clutches of these cobras, and only 
one, Asman, called 'the Lucky' after his 
one encounter with the snakes, had sur¬ 
vived their attacks to tell me of their 
effectiveness. 

"But the theft and subsequent protection 
of his ill-gotten gains were not all for 
which Gawara Hawara used the cobras. 

He would sometimes hire them out as 
relentless assassins, even offering them to 
high officials for legitimate purposes if the 
price tendered was exorbitant enough. 
Whereas a man being hunted by another 
man could hope to use trickery or speed 
to escape his pursuer, or could hope to 
defeat him in combat if finally cornered, 
the same could not be said of the man 
chased by the iron cobras. The iron ser¬ 
pents were unceasing and never lost a 
trail once they'd found it . 2 I was told that 
they were invincible in combat. Worse 
still, they often struck at night or when 
their victim was unable to defend himself, 
making maximum use of their stealth and 
deadly poison. 

"The cobras were not alive and did not 
think for themselves. Instead, they fol¬ 
lowed the commands given them by Ga¬ 
wara Hawara. To ensure that the 
commands could not be overheard and 
then spoken by other men, he constructed 
his serpents in such a way that they would 
respond only to commands issued by way 
of his flute, his naganai . 3 No one I spoke 
with in Mangala knew, the songs he played 
to command his snakes, as he refrained 
from playing where he could be over¬ 
heard, unless the audience was not ex¬ 
pected to survive to pass on the time. 

"So," said the bard, setting aside the 
wood and metal 'nai and taking the plain 
wooden one, "I first had to learn how to 
play this instrument. Luckily, it being one 
of the more popular of those played in 
Mangala, I had my choice of many capable 
tutors, and I quickly mastered its tech¬ 
niques of play. Aidan, you can try to play 
this 'nai." 

Aidan took the proffered instrument and 
proceeded to produce two or three audi¬ 
ble but painfully bad notes before passing 
it back to the bard. 

"Now, give it to Grainne and we'll see 
what sort of impression my chwibanogl 
lessons have made on your sister." 

The older girl accepted the 'nai, took a 
few seconds to nervously adjust her 
finger-holds, then played a halting but 
recognizable scale on it. 

"That's better, Grainne, especially as the 
'nai can play notes quite different from the 
chwibanogl you're used to. You will both 
get the chance to continue with your 
lessons while I continue with this story. 
You'll play the times I show you, as it is not 
easy for me," he said, raising his left arm 
but not letting the concealing folds of his 


sleeve drop away from its stumped end. 
"Grainne shall play on the audible 'nai, 
while Aidan will follow along silently with 
the other." 

Aidan's expression fell for a moment as 
he took the silent 'nai. Perhaps Mr. 
Farwanderer had given him the quiet 
instrument to keep him from playing 
badly again. But the barest hint of a smirk 
tickled the corners of the bards mouth, 
and the boy realized that there might be 
other reasons for the choice of instru¬ 
ments. His usual smile resurfaced. 

"Now, as I was saying," the bard re¬ 
sumed, his face regaining the serious 
expression he wore during instruction, 
"having learned to play the naganai, I next 
went to discover the tunes Gawara Ha¬ 
wara used. Mangala being a city of ma- 
gicks, I visited a guild of magicians and 
asked if to borrow a scrying device." 

"Scrying?" asked Fiona. 

"That's like spying," replied Aidan, look¬ 
ing up from his fingering of the 'nai, "but 
it's magic." 

"By paying them a fair price, leaving the 
rest of my instruments in their care as 
collateral, and promising them further 
payment if I was successful, I procured 
the loan of a pair of magical eyepieces 
known as 'eyes of the eagle.' Equipped 
with these crystals, I rented a room on a 
hill overlooking Gawara Hawara's house. 
Although it was some distance away, with 
the crystal eyepieces I could see the mage 
as if he were but feet away from me. 

Every time he came into my sight, I 
watched him in hopes that he would give 
some command to his cobras. 

"A few times a day, he did make rounds of 
his yards, inquiring of his constructs if there 
had been any disturbances, then replaying 
their original orders or changing them if 
anything noteworthy had occurred. 

"It took me a fortnight and more before I 
felt confident that I had learned all of the 
tunes I would need. I watched closely and 
mastered the fingerings for a half-dozen 
different commands." He reached for 
Grainne with his one hand. "This," he said, 
carefully raising and lowering her fingers 
over the holes of the wooden naganai to a 
simple beat, "was the command to attack 
intruders. And this," he said, moving her 
fingers through an identical pattern, "was 
the command to report to Gawara Hawara." 

"But they're the same," Grainne 
complained. 

"Ah, the fingerings are the same, but are 
the songs?" 

"If they were loud or quiet ..." said 
Grainne after a thoughtful pause. 

"Or if they were notes with the same 
fingerings but different sounds ..." pon¬ 
dered Aidan. 

",.. with different pitches, then the 
songs would differ," finished the bard. 
"Both good answers, and both correct. I 
watched Gawara Hawara even more 
closely for the next week to notice any 
signs of intonation changes or octave 
jumps. And by way of movements of his 


cheeks and lips, the way he shifted his 
head, and the way the muscles of his 
throat and mouth tightened at certain 
points, I was sure I had been able to deter¬ 
mine what all of the notes were and how 
the songs were to be played. Now, try 
blowing the tune the easiest way." 

When Grainne played a passable version 
of the song, giggling erupted from Fiona. 

"I couldn't help it, Mr. Farwand'rer," the 
child protested before the bard could 
chastise her, "Aidan was blowin', too!" 

"I thought you meant for both of us to 
try it," Aidan answered as his teacher 
turned toward him, a look of purest mis¬ 
chief belying his avowed innocence. 

"Be that as it may, it would be to the 
advantage of all involved if you merely 
fingered along with your older sister and 
left the cheek puffing to another time. 
Now, Grainne," the bard continued, "if you 
were to blow doubly hard when you reach 
the third note, and only just whisper the 
last, you will find that you can play notes 
of different pitch at those two places, one 
an octave above, and one an octave below 
the normal pitch." 

Grainne now played a tune quite similar 
to the first with only the two requested 
modifications. 

"Very good! That first tune you played, 
that Aidan tried to echo, was 'attack,' and 
the second was 'report.' Of course, even if 
properly played on the naganai in Aidan's 
care, neither variation would be audible, 
but the method would be the same, and I 
assumed the result would be, too." 

Once in a great while, the naganai's slave 
would pass some of its smaller brethren 
along its journey, lying damaged beyond 
repair in the wastes of the desert or at the 
bottom of mountain defiles, or even lying 
rusted beneath the surfaces of still lakes 
and slow rivers. All had tried to carry out 
their last orders, and all had failed in their 
attempts. But now the servant had a new 
order, an order that would last until can¬ 
celed . 4 It moved quickly to fulfill its com¬ 
mand, iron fangs parting in anticipation. 

"And then you got the thing?" asked 
Fiona, attempting to steer the story firmly 
away from the music lesson. 

"Yes, dear, it was time to make my try 
for the Light of Surya. I had watched the 
mage until I had determined just these 
sorts of differences between the tunes he 
played regularly. There were slight varia¬ 
tions to some tunes played on different 
days or in different places that apparently 
made the commands more precise, but I 
was confident that the general commands 
I'd learned were sufficient. 

"I readied myself in my least conspicu¬ 
ous clothing, secured my all-important 
naganai and a few other tools of value, 
belted on my smallsword, and made my 
way through the dark of the night to his 
mansion's outer walls. 

"As I began my ascent, I thought for a 
moment that I spotted movement farther 


74 DECEMBER 1990 



along the garden wall. But when I paused 
to look more intently, I saw nothing. I told 
myself that it was just nervousness and 
finished the climb. From the walls top, I 
looked for any sign of cobras in the yard 
but saw none. One of the reasons real 
cobras are dangerous is that they can 
disappear in the darkness and under¬ 
growth as effectively as a skilled thief; 
apparently, this is one of the reasons co¬ 
bras were chosen to model for these 
constructs. 

"I crept toward the manse across the 
compound, headed for a small door that 
I'd seen Gawara Hawara use but rarely— 
and I was almost discovered. One of his 
mechanical minions approached me along 
the path, but apparently I saw it before it 
saw me. I immediately stopped and at¬ 
tempted to blend silently into the same 
shadows the cobras were using for con¬ 
cealment, as I did not want to betray my 
presence by playing my 'nai too soon. The 
silvery snake-stopped short of my conceal¬ 
ment and spread its hood out about its 
head, turning in all directions as a human 
would turn with a hand cupped to his ear . 5 
Luckily, although it looked directly at me 
for a time that felt like hours, it finally 
refolded its hood and glided swiftly past. 
Evidently, it was intent on finding some¬ 
thing or someone else. 

"Shaken but not unnerved by this good 
fortune, I waited until the iron serpent 
was well gone, then made for the door. It 
had been locked, but the device was a 
simple one, the mage putting trust in the 
abilities of his iron guardians to protect 
him. I left the door ajar behind me, in case 
I had no time later for a leisurely exit, and 
I proceeded cautiously forward. 

"It was not dark inside, for the mage had 
attached some small globes to the ceiling 
at intervals that cast magical light bright 
enough to allow navigation of the corri¬ 
dors without fear of bumping against 
walls or breaking crockery. I had no sure 
idea where the periapt was secured, but I 
assumed that it would be in the center of 
the building, away from entrances as 
vulnerable as the one I had come through, 
and that it would be close to the rooms 
Gawara Hawara occupied, mages and 
misers often surrounding themselves with 
their treasures. So, I made my way up¬ 
ward and inward. 

"Stealing through the mage's apartments 
was a nerve-wracking experience, as I 
paused and hid at every imagined sound. 
Although everything was sized for humans, 
there were small holes cut into the walls and 
doors to allow easy access for the snakes, a 
fact demonstrated when another inattentive 
iron sentinel emerged from one of these 
channels a short distance ahead of me and 
departed across the hall. 

"I eventually ascended a flight of stairs 
and arrived at a room that appeared to be 
Gawara Hawara's personal quarters, and 
hopefully of the Light of Surya. Gathering 
my courage, I opened the last door and 
entered the chamber. As I'd guessed, the 


room contained a mass of treasure; silver, 
gold, gems, jewelled arms and armor, and 
beautiful works of art, all illuminated by 
the magical light-globes fixed in the doubly 
high ceiling. And nowhere could a cobra 
be seen. Made bold by this wealth of 
wealth and dearth of protection, I stepped 
in and made for an alabaster pedestal in 
the room's center, upon which shone the 
gem I sought. 

"And it was at this moment I learned 
that it is never wise to assume the un¬ 
likely. For there I was in the most impor¬ 
tant room of the mage's lair, and it did not 
enter my mind that he would have 
guarded that room more effectively than 
the rest of his demesne. Before I could 
traverse half the distance to my goal, 
something that I had previously taken to 
be a rolled carpet 6 unfurled, showing itself 
to be a shockingly huge iron cobra that 
raised its head more than my own height 
above the floor . 7 

"Guessing that it would not be wise to 
attempt to bluff this monster, I grabbed 
my naganai and played the command song 
for it to 'stand fast and report,' the time I 
was most sure of. Now, Grainne, if you 
remember it. . . ." he said expectantly. 
Grainne raised the 'nai to her lips and 
complied, and the bard returned to his 
narration when she had completed a halt¬ 
ing rendition of the command. "To my 
chagrin, the monstrous snake failed to 
pause, continuing its measured advance. 
Thinking that I'd mistaken the time, I 
played another song" —at which point 
Grainne played "return to patrols" 
unbidden— "but it did me no better. The 
cobra approached still. 

"Realizing that there had somehow been 
an error in my preparations, I drew my 
smallsword and took a defensive stance. 
Much faster than its stately stalking of me, 
the automaton lashed out. Desperation 
more than skill enabled me to jump aside 
at the last possible moment. As I dodged, I 
stabbed my blade at the automation, only 
to have the weapon clang and shatter 
against a surface stronger than my 
swords cheap steel . 8 That action was my 
last against the periapt's final warder. 
Before I could even think of another at¬ 
tack to make, it reared up once more and, 
with,a lightning lunge, thrust its fangs into 
my shoulder and poisoned me." 

Years of silence had been broken less 
than an hour before by meaningless noise, 
then again minutes later by an actual 
command: the command to attack all but 
the holder of the naganai. It should have 
made no difference to the serpent, but it 
seemed to move a trifle faster through the 
darkness than it had before, as if to fulfil 
this latest order before the holder of the 
naganai could pick up and move away It 
was the greatest of its kind. It would not 
fail now. 

"But you couldn't have been poisoned! 
You're still alive! " 


"The sting of a bee needn't kill to 
frighten away a curious boy, Aidan, and 
not all poisons need be fatal in order to be 
effective . 9 In this case, it was enough for 
the venom to leave me paralyzed, lying on 
the flagstones until Gawara Hawara could 
investigate the clamor we had made; after 
that, my death would be assured. 

"I was too distraught to judge the inter¬ 
val, but I imagine Gawara Hawara was not 
long in coming. He was a tall man with a 
shaven pate, and he was wrapped entirely 
in many-layered green robes. A jewelled 
dagger hung at his hip, and he had in his 
hand the same silvered naganai that Aidan 
now holds. With a most evil look on his 
face, he approached to question me before 
having me disposed of. But before he 
could ask his first question, we both heard 
a clinking sound from somewhere across 
the room. 

"Whirling about, Gawara Hawara saw 
nothing. Only momentarily puzzled, he 
lifted the naganai to his lips and began to 
play. At first I thought the poison of the 
cobra had deafened me, for I heard no 
sound from the 'nai, but I soon realized 
that it must be something else for I could 
still hear the rustling of his robes. Immedi¬ 
ately after this realization, a normal-size 
iron cobra appeared from one of the per¬ 
forations in the walls. Moments later, 
another appeared, then a third. When 
they'd halted before him, Gawara Hawara 
played another silent tune and they 
opened their fans, 'looking' for the unseen 
intruder. I discovered then that part of the 
magic of this naganai was that it could be 
heard only by his iron legions. 

"Of a sudden, one of the snakes ceased 
its rotations and a whispering sound like 
wind through dry leaves came from it . 10 
Hearing this, Gawara Hawara played yet 
another soundless song. Immediately, all of 
his small charges made for the shadows 
behind one treasure pile. 

"Realizing that he'd been found out, a 
man dressed all in black leapt from behind 
an urn of coins and landed beside the 
leading snake. Swinging downward with a 
glowing sword, he struck its head off with 
one blow, then grabbed its fallen body and 
slung it about him, spraying the floor 
between himself and the other snakes 
with its ichor. Then, with extraordinary 
calm, he took a handful of slim darts from 
his belt and dipped their tips in the venom 
dripping from the downed cobra's fangs. 

"Not at all dismayed by this apparently 
senseless act, the other snakes continued 
forward, but once they arrived at the pool 
of fluid their progress stopped. Writhe and 
twitch as they might, they could neither 
move forward nor retreat from the blood 
of the fallen one . 11 That being the case, the 
brazen thief walked up to the plinth and 
plucked the Light of Surya that sat there. 

"This I thought was the man's only mis¬ 
take, for he'd apparently forgotten about 
the enraged Gawara Hawara. After the 
mage recovered from his shock at the 
scene, he uttered an oath in his foreign 


DRAGON 75 



tongue and desperately played the com¬ 
mand to attack once more. 

"At this last command, the immense 
serpent whose head had hung over me 
now started after the thief. Audacious and 
unafraid to the end, the man in black 
stood his ground, selected an envenomed 
dart, and calmly blew it through his dart- 
tube at the mage. Not being interested in 
watching his adversary fall dead to the 
floor, he turned to where I lay on the floor 
and removed the scarves he had worn to 
hide his face. 

"To my surprise, the man was familiar, 
but it was not until he spoke that I recog¬ 
nized him. 'Thank you/ Asman the Lucky 
said, 'for showing me the way into Gawara 
Hawara's lair, and for showing me the 
Light that I have sought all these years.' 
Then he turned and ran down the stairs, 
barely eluding the monstrous cobra that 
followed in slow but determined pursuit. 

"It took me some while to get up from 
where I lay. Surprisingly, I was not at¬ 
tacked in that time. The snakes that had 
been stranded in the oily puddle had evi¬ 
dently escaped and joined the pursuit of 
Asman, and unless they caught him, 
they're probably pursuing to this day. Only 
the gods know where they've all gone 
now." 

On a chilly night like this, a human 
would call the light streaming from the 
windows of the two-storied building 
friendly. To the long, sinuous figure in the 
black street outside, the light was merely a 
signpost that its mission was coming to a 
close. With mechanical precision unham¬ 
pered by the dents and scratches it had 
collected on its years-long journey, the 
serpentine machine advanced on the inn's 
front door to carry out the first order it 
had received since it had left the tower in 
Mangala. Its head lowered to serve as a 
ram. The door would not hold beyond the 
first blow. 

"I was too weak from the lingering ef¬ 
fects of the poison to make much use of 
the treasures piled around me, so I se¬ 
lected a few choice and expensive pieces 
to make up for the loss of the prime trea¬ 
sure and limped out of the room. As I 
passed the body that had been Gawara 
Hawara, a cautious thought struck me and 
I took from his hands the magical naganai 
with which he had commanded his crawl¬ 
ing weapons. Then, knowing full well that 
the rest of the booty would be long pil¬ 
laged before I could heal and return, I 
painfully made my way back to my room 
on the other side of Mangala. Through all 
the intervening years, I have kept the 
naganai here, just in case I should happen 
to meet one of his iron snakes, still intent 
on punishing the thief and I." 

"Mr. Farwanderer, you can't play the 'nai 
anymore, so why do you still keep it 
around?" 

"Ah, Aidan, while no one can play a song 
on it, nor can I play many of the cobra's 


commands, it might still be useful." He 
took the instrument from the boy and 
quickly, almost carelessly, fingering a short 
flurry of soundless notes. "In an emer¬ 
gency, I need only remember that the tune 
to make the snakes resume their normal 
patrols, as if no enemy had been encoun¬ 
tered, needs but a single hand to play." 

The serpent paused, head drawn back 
and flattened for the blow. Yet another 
new command had been given: "Resume 
patrols in the compound in Mangala." 
Clockwork eyes gleamed in the moonlight 
as it appeared to considered the order and 
reach a decision Then, in unhurried si¬ 
lence, the cobra turned its 18' of iron 
power from its target and began the re¬ 
turn trip across the mountains, the des¬ 
erts, and the rivers to home. 

Footnotes 

Iron cobras are described in the AD&D® 
1st Edition FIEND FOLIO® tome, pages 
52-53. It is assumed herein that these 
creations can be made by high-level wiz¬ 
ards, and that they are more common 
than generally believed (they are certainly 
far less powerful than iron golems). Iron 
cobras have a 50% chance to hide in 
shadows (the FIEND FOLIO tome says they 
hide as well as 8th-level thieves, but this 
chance is 49%). 

1. While they exhibit some signs of life, 
iron cobras are merely cunningly designed 
magical constructs. Rare and expensive 
materials, powerful spells, and secret 
crafting techniques are required to build 
them, with different combinations of these 
creating iron cobras with different capa¬ 
bilities, Still, many components are held in 
common by all such devices: mithral, 
adamantite, or meteoritic iron; a vial of oil 
of slipperiness; and many gemstones 
crafted into gears and bits of machinery. 
The cost of constructing even the smallest 
of these automatons is 2,000 gp. 

A mage owning a manual describing the 
methods of constructing iron cobras will 
protect it dearly, as it can fetch a price in 
the hundreds of gold pieces—thousands if 
it contains special directions such as those 
for creating giant iron cobras. 

As an aside, while these constructs are 
the sort of thing that the tinker gnomes of 
Krynn might manufacture, an iron cobra 
appearing in a DRAGONLANCE® setting 
would likely have come from some other 
universe, as the cost for tinkers to make 
an iron cobra would be well above 20,000 
steel pieces. But if confronted with an iron 
cobra or the remains of one, a tinker 
would have to make a check vs. wisdom 
on 2dl2 in order to tear himself away 
from the fascinating device. 

2. Iron cobras are not alive, so they do not 
need food, water, or sleep, nor will they ever 
forget a command or be distracted from a 
task. Thus they make excellent servitors 
and, because of their combination of track¬ 
ing and lethal combat capabilities, are some¬ 
times used by bounty hunters or even 


respectable legal authorities. 

3. Iron cobras can be commanded in 
many ways, the means being decided upon 
during creation. While most iron cobras 
obey voice commands, some respond only 
to coded messages, hand signals, nonver¬ 
bal sounds (such as musical instruments) 
or other exotic or long-range modes of 
communications. The manual used to 
create an iron cobra includes a list of 
possible command devices, so that a per¬ 
son possessing a deactivated iron cobra 
and the manual from which it was created 
could, through trial and error, determine 
the one method of controlling it. 

The commands themselves can be of any 
sort the creator desires, from such simple 
things as "attack," to complicated orders 
such as "attack, targeting spell-casters 
first, followed by elves, then by all others." 
Whatever the commands, they must be 
selected at the time of the cobra's creation; 
it will answer to no commands not built 
into it after that. 

Whatever the commands and command 
method decided upon, they must be indi¬ 
vidually programmed into each iron cobra 
created. Thus the creator could use simi¬ 
lar but subtly different commands for 
each of his constructs, so that determining 
the commands for one might not help an 
attacker use them against others. This 
would also allow the controller greater 
subtlety in issuing commands. 

4. Many iron cobras are created with a 
built-in "fail-safe" command that comes 
into effect if the cobra spends a considera¬ 
ble length of time without receiving or¬ 
ders. Typical fail-safes include commands 
to return to the cobra's creator, to its 
owner, or to a specific place after a period 
of time has elapsed (up to one year). Iron 
cobras designed to be left alone for unlim¬ 
ited periods of time, such as guardians of a 
tomb, sometimes use other fail-safes, such 
as commands to slay all intruders, to pre¬ 
vent the theft of the treasures in the lair, 
or to hide and await further instructions. 

5. Every iron cobra can detect a single 
specific property by spreading its hood 
and orienting it on that quality. Typical 
properties detected for are covered by 
existing divination spells (e.g., good, evil, 
magic, undead, invisibility, etc.); the ranges 
and areas of effects are as if those spells 
were cast by a 12th-level human mage, 
with the divinatory ability being usable as 
many times each day as desired. Other 
divinatory properties can be used, but the 
mage must have cast on the near- 
completed construction a spell designed by 
him for this purpose (for example:, a spell 
that detects those who worship a particu¬ 
lar god, for one who plans to use his iron 
cobra against the worshipers of an op¬ 
posed deity). 

The iron cobra's construction manual 
will list specific materials that must be 
varied according to the detection spell 
bestowed on the serpent (e.g., an iron 
cobra designed to detect poison would 
include eyes glazed with celadon, pur- 


76 DECEMBER 1990 



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ported to locate such substances, while 
one designed to detect magic might re¬ 
place those eyes with eyes of magic¬ 
sensing star sapphires). 

While an iron cobra is almost infallible 
at detecting the property for which it was 
constructed, it cannot serve every pur¬ 
pose. If a mage built an iron cobra to 
detect evil, for use as a guardian of his 
treasures, a neutral-good thief would 
elude his precautions. Thus, owners of 
more than one iron cobra often have them 
constructed to detect different properties 
such as evil, magic, and poison, in hopes 
that intruders and victims will be revealed 
by at least one of these traits. 

Without its outspread hood, an iron 
cobra is incapable of sensing anything 
beyond that which is mundanely pre¬ 
sented to it by way of sight, sound, or 
touch (unlike a real snake, it has no sense 
of taste or smell). The hood has the same 
armor class as the rest of the cobra, but 
attacks specifically aimed at the hood can 
damage it without destroying the cobra 
itself. The hood has the equivalent of one- 
fifth of the cobra's normal hit points 
(never less than one point), but these 
points are in addition to those listed for 
the iron cobra and are not calculated into 
its hit-point total for purposes of destroy¬ 
ing the machine or for experience-point 
calculations. 

6. The normal construction of an iron 
cobra is such that it obviously appears to 
be a machine. If its creator adds 10% to its 
cost and construction time, the cobra can 
be made to have some other outward 
appearance, the most common of these 
being the appearance of an actual cobra 
(or other type of snake, if the hood and its 
detection abilities are eliminated). 

7. Most iron cobras are of the small and 
inexpensive sort, but some are giants as 
large as six times standard size. The cost 
of manufacturing huge cobras is consider¬ 
ably more than six times that needed to 
make normal iron cobras, running as high 
as 50,000 gp depending on what "special 
features" are included. Some mages would 
spend those thousands on having many 
normal iron cobras, but some consider it a 
fair price for a huge serpent's capabilities 
and its effect on enemy morale. 

The giant iron cobra is identical in all 
ways with the smaller version of the same 
monster except as shown in the Iron Co¬ 
bra Table and in other notes here. Both 
are unaffected by spells such as snake 
charm. Although some think that cold or 
lightning spells should have a special effect 
on them, they are insulated so that they 
suffer no more than any living creature 
caught in one of these spells. Thus, an ice 
storm cast on one would still do damage, 
but it would have no extra effects due to 
the nature of the target. 

8. As iron cobras are made of exotic and 
strong metals, laced together by powerful 
enchantments, normal weapons used 
against them do only half damage on a hit. 
In the case of giant iron cobras, the metals 


used are as much as six times as thick, and 
the enchantments similarly stronger. Be¬ 
cause of this, the giant iron cobra's skin is 
much tougher than that of the small ver¬ 
sion and a nonmagical weapon (which will 
do the giant cobra no harm) has a possibil¬ 
ity of breaking against it. If the attacker 
misses with a roll high enough to have hit 
armor class 10, his weapon has struck the 
snake's skin and, if it fails a saving throw 
vs. crushing blow, it will shatter. Addition¬ 
ally, for every bonus point of damage done 
due to the attacker's strength, the saving 
throw for the weapon will be one point 
worse because such forceful blows are 
more likely to break the weapon. Thus, if 
the sword of a character with a 16 
strength was forced to make a save, it 
would have a worse chance of making its 
save than the weapon of a weaker charac¬ 
ter due to the stronger's +1 damage 
bonus. 

9. Just as the iron cobra can have any 
sort of detection spell centered on its 
hood, it also can be equipped with any 
type of poison in its fangs. Poison can be 
changed by the controller of the cobra 
whenever desired by merely draining out 
the old poison and replacing it with a new 
one. Typical toxins include those that 
cause damage or death, those causing 
special effects such as paralysis, sleep, or 
various discomforts (disease, allergies, 
rashes, etc), and other, more exotic, sub¬ 
stances that can incapacitate or cause 
insanity in victims. 

Whatever the substance injected into the 
victim on a successful hit, an iron cobra is 
equipped with only 3-8 (ld6 +2) doses of it, 
and they cannot withhold poison at will; 
whenever they bite, if they still contain 
poison, it will be delivered into their victim. 

While giant iron cobras would appear to 
have capacity for more poison than nor¬ 
mal ones, they still carry only 3-8 doses of 
their poison, but have larger and more 

Iron Cobra Table 


potent doses. Thus, if the same poison is 
used by both small and giant iron cobras, 
that of the larger mechanism is 10% more 
effective (save vs. poison at -2 beyond 
any adjustments vs. the poison of the 
smaller machine). 

10. While iron cobras are usually given 
instructions that preclude the need for 
return communication ('kill all intruders"), 
some mages consider it useful to allow 
their charges to communicate information 
as well as perform other tasks. The most 
common method of doing this is to pro¬ 
gram certain movements of the cobra's 
body to correspond to specific reports it is 
likely to make. If this is done, a reporting 
iron cobra will look very much like a live 
snake as it sways its body and bobs its 
head to convey a message to its master. 

Although they are not normally con¬ 
structed for it, iron cobras can also be 
built that have the capacity for rudimen¬ 
tary speech. Without lungs, lips, and other 
sound-generating devices, they can be 
made to "speak" by rasping together some 
of the gears in their mouths and the plates 
on their backs or hoods in code (so a short 
mouth rasp might mean "intruders have 
been detected," while a repeated scraping 
sound might mean something as mundane 
as "tea is being served in the library"). In 
no case can an untrained person interpret 
these noises or movements, 

11. Most of the iron cobra's components 

are reduced to useless scrap if it is de¬ 
stroyed, making its resale value after 
destruction less than 10% of its intact 
value, but some substances within it retain 
their use if separated quickly from the 
rest to prevent contamination. These 
include the oil of slipperiness lubricating 
its gears, which acts as described in the 
Dungeon Master's Guide for 1-4 hours 
after being removed from the cobra; and 
its poison, which maintains its full effects 
for 1-4 turns after removal. Q 


CLIMATE/TERRAIN 

Normal 

Any 

Giant 

Any 

FREQUENCY 

Very rare 

Very rare 

ORGANIZATION 

None 

None 

ACTIVITY CYCLE 

Any 

Any 

Nil 

DIET 

Nil 

INTELLIGENCE 

Non (0) 

Non (0) 

TREASURE TYPE 

2,000+ gp 

25,000 + gp 

ALIGNMENT 

Neutral 

Neutral 

NO. APPEARING 

1(1-6) 

1 

ARMOR CLASS 

0 

- 2 

MOVEMENT 

12 

9 

HIT DICE 

1 

5 

THAC0 

19 

15 

NO. OF ATTACKS 

1 

1 

DAMAGE/ ATTACK 

1-3 

1-8 

SPECIAL ATTACKS 

Poison 

Poison 

SPECIAL DEFENSES 

See text 

See text 

MAGIC RESISTANCE 

Nil 

Nil 

SIZE 

Small (3'long) 

Huge (18'long) 

MORALE 

20 

20 

XP VALUE 

270 

1,400 


78 DECEMBER 1990 




AVALON HILL 


Advanced Squad Leader.* 

.26.99 

Bowl Bound. 

.12.35 

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.21.25 

Circus Maximus. 

...9.85 

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.24.55' 

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.21.25 

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.18.99 

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.11.40 

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.20.45 

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.20.45 

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CHAOSIUM 

Call of Cthulhu® RPG....... *. 11.99 

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Blue Max.18.99 

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Champions® RPG.19.99 

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Middle-earth RPG©.*...9.50 

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Rolemaster™ RPG....* .19.99 

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Emer™...16.99 

Space Master™ RPG.21.99 

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Car Wars® de luxe. ,J. .17.99 

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D&D® Basic Rules set.*... 5.99 

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DRAGONLANCE® Calendar 1991 .5.95 


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Gulf Strike .27.85 

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Paranoia® softback rulebook... 8.99 

R & D Catalogue.9.99 

Star Wars® RPG hardback...* ...9.99 

Imperial Sourcebook.12.99 

Isis Coordinates.r....8.99 

Storm Troopers figure set....6.99 

Torg™ RPG. 21.99 

New Empire of the Nile.13.99 

Just a few of the 80+ items 
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A(l items are offered subject to availability 
All prices are subject to alteration without 






























































































































' "What has he got in 
his pocketses, anyway?" 


Treasures that lead to adventures 


At long last, the brave band of adventur¬ 
ers corner their arch-foe. Their blades 
flash faster than his spells, and soon he 
crumples lifeless to the ground. It's trea¬ 
sure time! 

The wise Dungeon Master has prepared 
what the party will find in advance, of 
course—but what if the chosen treasure 
seems boring or ill suited to a particularly 
easy (or difficult) victory? What if the 
player characters have ambushed a ran¬ 
dom NPC instead of their arch-foe or 
(gulp!) have laid low the wrong spell- 


by Ed Greenwood 

hurler? Perhaps the play is a pick-up ses¬ 
sion, hastily organized by a DM who hasn't 
prepared the loot beforehand. Or maybe 
the DM is eager to find ways of introduc¬ 
ing intriguing subplots, red herrings, and 
treasure trails for the PCs to follow up in 
later play. All of these circumstances can 
be handled in a variety of ways. 

Here is one way to handle this problem, 
used in many FORGOTTEN REALMS™ 
campaigns over more than a decade: the 
Treasure Hook Table. Entries on this table 
should be expanded, altered, or replaced 


whenever an idea strikes. Every DM 
should personalize such a table, and (of 
course) should never use the same entry 
twice. The following table is given as an 
example only ("Change everything to en¬ 
tertain the guilty," as Elminster has been 
known to say). 

To use the Treasure Hook Table, roll 
ld20 and refer to the indicated result, 
rolling again if a particular result is inap¬ 
propriate, and altering circumstances 
freely to fit your own campaign. 


80 DECEMBER 1990 








Treasure Hook Table 

1: A rogue stone (see "Rogue Stones and 
Gemjumping/' in issue #116 of DRAGON® 
Magazine), in the form of a 5,000-gp ruby 
of brilliant cut and chatoyance. It radiates 
a faint dweomer. Any use of magic upon it 
or by anyone carrying it will draw the 
attention—and, subsequently, the presence 
—of the mage Kordeerlar "Krakenhand," 
who will seek to slay or disable everyone 
in the vicinity, take all magical or other 
items of value they possess, and teleport 
away. 

Kordeerlar's statistics are: Int genius; AL 
CE; AC 4; MV 12; M16; 41 hp; THACO 15; 
#AT 1; Dmg by weapon or spell; S 7, D 17, 
C 11,118, W 12, Ch 14; ML 14; ring of 
protection +3, bag of holding, potion of 
extra healing in a steel vial at his belt, two 
nonmagical daggers. Elis spells include 
magic missile x3, fireball, lightning bolt, 
wall of fire, and feeblemind (among oth¬ 
ers). He will be protected by Serten's spell 
immunity and will appear right beside the 
gem, attacking instantly. He will not be 
carrying his spell books. 

2: A rare, highly prized material compo¬ 
nent. One example: a beholder's central 
eye, preserved in a solution of Keoghtom's 
ointment and "everwater" (embalming 
fluid) so that it retains its anti-magic gaze 
property for an indefinite time. This com¬ 
ponent should be somewhat difficult to 
sell for its proper value, and it may be 
eagerly sought by many powerful NPCs 
(including, perhaps, its "rightful" owner), 
but it should be too valuable or potentially 
useful for the PCs to simply discard. 

3: Regalia recently stolen from and 
sought by a ruler—the jewelled scepter of 
a local lord, for example (complete with 
hollow compartment containing a map, 
cryptic message, or parchment bearing a 
symbol trap to harm thieves or other 
unauthorized handlers of the thing), or the 
Wyvern Crown of Cormyr, won by the 
present royal family an age ago when they 
defeated the Witch-Lords of the 
Wyvernwater, to consolidate their hold on 
the fledgling Forest-Kingdom. The Wyvern 
Crown is said to be fashioned of some 
rare, unknown star-metal and adorned 
with active ioun stones. Many conflicting 
rumors speak of its strange powers. 
Though not an active crown of state like 
the High Crown of Cormyr, the Wyvern 
Crown is one of the most valued pieces in 
the Royal Stiongcrypts. King Azoun has 
sent messengers to all Purple Dragon 
outposts and to neighboring rulers; any 
local lord would do the same. Rewards are 
offered for the return of the item; the 
reward its wrongful possessors will earn is 
likely to be swift death. 

4: A portable hole of palm size. Its extra- 
dimensional space is 4" in diameter and 1' 
deep, and it holds a complete set of 
thieves' picks and tools, a silver-bladed 
dagger, and a 9" -long magical iron baton. 
The baton counts as a magical weapon (no 
pluses, deals damage as a club) that, upon 


command, extends in one round into a 36'- 
long pole ladder, with a hook at the top 
and crossbrace footholds every 6" along 
its length. Retraction requires a reverse 
command and another round. There is 
also a scrap of parchment in the hole that 
contains the message: "... Six paces sun¬ 
ward from the crypt sundial stands a 
stone, amid tall grass and much ruin. At its 
base are four tiles. Beneath the tile 
marked with the fish symbol is a key, 
carved of rock-crystal. It will unlock the 
spell book hidden by Orthabbas in ... " 

The location of the key and the spell book 
(as well as the nature of its contents) are 
up to the DM. The hole has been recently 
stolen and is sought by local authorities, 
their agents, and patrols. 

5: A tiny figurine of an angry-looking 
woman in a dark blue gown. She wears no 
armor but has a girdle of armor class 2 
beneath her gown; her bare arms are 
raised as if in supplication or warding off 
a threat. The figurine is a real mage, 
trapped long ago by an enemy who 
tricked her into imbibing a potion of dimi¬ 
nution; he then placed her in temporal 
stasis. If freed, she will be enraged and 
will attempt to find and destroy her foe— 
the Arch-Mage Anthilar, dead now for 
over 300 years. She will also be confused 
at the changes in the Realms that have 
occurred since her entrapment and will do 
anything to get spell books. The figurine is 
Nanzil Starspeladine, of Untisczer, a city 
now lost (destroyed by Calimshan in a 
long-ago war) that stood east of Tashluta. 

Nanzil's statistics are: Int genius; AL CN; 
AC - 1; MV 12; Mil; 32 hp; THACO 17; 
#AT 1; Dmg by weapon or spell; S 11, D 
17, C 16, I 17, W 12, Ch 16; ML 13. Nanzil 
was trapped at a ball, and her only other 
magical item is a dagger +1 strapped to 
her thigh beneath her gown. She lacks 
spell books but does have material compo¬ 
nents hidden in various pockets in her 
ornate eveningwear. She carries the fol¬ 
lowing memorized spells: charm person, 
comprehend languages, dancing lights, 
spider climb, darkness 15' radius, ESP, 
invisibility, levitate, dispel magic, fireball, 
hold person, lightning bolt, dimension 
door, polymorph other polymorph self 
cone of cold, feeblemind, and telekinesis. 
Nanzil is fiery-tempered, clever, and very 
alluring (and knows it). She is also fearless 
and manipulative, and she thinks nothing 
of plunging into combat with a dagger, 
darts, or staves. 

6: A silver ring, fashioned with two 
horns, and between them the inscription: 
"Thelm Horn." Sages will identify this ring 
(which bears a dweomer but has no appar¬ 
ent powers) as one of "The Lost Rings of 
Thelm Horn" (Thelm Horn being a famous 
human mage of long ago). It is not; instead, 
it is a device placed on Faerun by an ultro- 
daemon also named Thelm Horn; each 
time the ring's inscription is read aloud, 
there is a 5% chance (not cumulative) that 
the daemon will hear and investigate. 


7: A map of the known sewers of Water- 
deep, the City of Splendors. The map may 
be accurate or not, as the DM wishes (and 
may be devised freely or taken from the 
sewer map given in the AD&D accessory 
FR1 Waterdeep and the North). The map 
should show a secret entry to Piergeiron's 
Palace and a "Treasure Cache" chamber 
watched over by a "Guild Guardian" (DM's 
choice of monster and treasure). 

8: A black opal gem, fist-size and radiat¬ 
ing a faint dweomer. It is worth 5,000 gp 
on the open market and more to a gemcut- 
ter or other being (such as a dwarf skilled 
in gem-mining) able to examine it mi¬ 
nutely; he will see a tiny, ever-pulsing 
sparkle in its depths. The gem is in reality 
a long sword +1, +3 vs. shapeshifters 
and all creatures employing powers of 
mutability (e.g., +3 against mages using 
polymorph spells, dopplegangers, or 
druids while shifting to or from beast- 
form). The item shifts form back and forth 
uncontrollably; it is a sword whenever any 
magical item or artifact is within 60' of it, 
but it is a gem otherwise (scrolls and po¬ 
tions do not "activate" it). The gem/sword 
transformation could easily damage a 
carrying-pouch or purse, or even injure a 
creature impaled by the forming sword. If 
carried by hand or kept close by pocket or 
pouch, it "attacks" as a 4-HD monster for 
1-4 hp damage when it changes. 

9: A plain ivory coffer (itself worth 1 gp) 
that radiates a dweomer. It is latched, but 
has no lock and is not trapped. When 
opened, it releases a swirling cloud of 
winking motes of light, the source of the 
dweomer. The cloud rises up around the 
head of any one character of the DM's 
choice and coalesces into a ring of 3-12 
ioun stones (DM's choice of types and 
sizes). They circle the head of the charac¬ 
ter, no doubt attracting unwanted NPC 
attention—but they do not exist. Dispel 
magic will end the illusion, but the stones 
always dance away to avoid a touch and 
cannot be "destroyed" by physical attacks 
or touch attempts that seem to succeed. 
The illusory ioun stones radiate a 
dweomer but do not, of course, have any 
of the protections or beneficial powers of 
real ioun stones. 

10: A hand-size brass jewel box, without 
a lock. When opened, it emits a small 
glowing globe that springs wildly up into 
the air. The globe evades any attacks or 
capturing attempts, bounces to the 
ground, and rolls 40' in a random direc¬ 
tion. As it rolls (AC -8), a magic mouth 
emanates from it and says, in a peevish 
male human voice: "So I said to him, 'Why, 
yes, of course black sigils are dangerous, 
because they do this!'" At that point, the 
globe explodes, doing 4-16 hp damage to 
all within 30' (no save). It is up to the DM 
to determine what powers "black sigils" 
have and who knows the secrets of creat¬ 
ing them. They are evil delayed-action 
symbols triggered by conditions similar to 
those for a magic mouth spell. 


DRAGON 81 


11: A key of polished electrum, 1' in 
length and quite heavy. It radiates a faint 
dweomer and displays the inscription 
"Alsimbra." If this command word is said 
aloud, the key shrinks. Sixteen such 
shrinkages cause the key to shrink to 
nothingness, to be lost forever. If the key 
is touched to any one chain, knot, lock, 
winch, bolt, or bar when the command 
word is spoken, its magical unlocking 
power shatters, dissolves, or parts the 
restraining mechanisms. The key's power 
even works upon command without direct 
contact with the lock or restraint if it is 
held, carried, or touched by any number 
of beings who are under that physical 
restraint. This key of free passage cannot 
be recharged, its shrinkage cannot be 
reversed or halted, and its power cannot 
be nullified by physical or magical means. 

12: An old, worn, stone box, one hand 
wide and thick by 10 hands long. It has 
rusting iron clasps all around it and opens 
to reveal-nothing. Physical examination 
of its interior reveals an invisible mace, 
fashioned of one piece of metal. Whenever 
it is grasped, a male-voiced magic mouth 
on the mace (called a mace of doom) roars, 
"Destroy them! Destroy them!" every three 
rounds. The mace remains invisible at all 
times, although substances smeared on it 
or scarves tied to it remain visible and can 
be used to readily locate the weapon. The 
mace is dedicated to destroying dragons; 
upon contact with any dragon, it explodes 
and vanishes forever. The magical blast of 
the mace of doom does 4-24 hp damage to 
the wielder and all other beings within 
20', unless they save vs. spells for half 
damage. A dragon so struck by this mace 
takes 8-48 hp damage (no save). 

13: An electrum sword scabbard, empty 
and unadorned. It is finely made, hand¬ 
some, and radiates a dweomer. It is, in 
reality, a doppleganger who has employed 
a potion of diminution, who will attack 
when the majority of nearby beings are 
asleep, wounded, or at ease and not alert. 
The doppleganger's potion is effective for 
thrice the normal duration. A sword in¬ 
serted in the scabbard will not harm the 
doppleganger. The monster has a second 
extrapowerful potion of diminution that it 
will use to take the shape of a plain brass 
ring (which will also radiate a dweomer) if 
it escapes notice by others while attacking 
its first victim. 

14: A glass globe containing a swirling, 
milky-white gas. It radiates no dweomer. If 
the globe is shattered, it releases the gas in 
a cloud that expands rapidly into a cloud 
of pale white haze, before dissipating into 
harmlessness after four rounds. In the 
first round, the cloud expands to a 10' 
radius; in the second round, the cloud is 
20' in radius; in the third and fourth 
rounds, the cloud has a 30' radius. Any 
beings who breathe the gas or whose skin 
comes into contact with it will be over¬ 
come by a frenzied urge to slay. Spell- 
casting and rational thought are 
impossible, and all affected beings launch 


physical attacks against the nearest other 
creatures. All beings are allowed a saving 
throw vs. spells to avoid this effect. If they 
succumb, they make twice their normal 
attacks each round, caught in a reckless 
frenzy with no thought for their own 
safety or waiting for good opportunities 
for assault. Gas effects on beings last only 
for the roimd(s) in which they are in con¬ 
tact with it. Under the influence of this 
rare horrible vapor, friends and even 
mates attack each other without hesita¬ 
tion. All attacks are at -1 to hit but are 
+1 to damage due to their savagery. 

15: An eye of gold, actually an eye of 
vision. This palm-size object is inset with 
an obsidian and pearl "eyeball" and is 
worth 1,500 gp. If the inlay is removed or 
the eye melted or hammered into another 
shape, it explodes (3-12 hp damage within 
20' radius; save vs. wands for half damage; 
anyone in contact with the eye at the time 
suffers 4-32 damage, no save). On the back 
of every eye of vision is a single word (on 
this one, the word is "halass"). If this word 
is uttered aloud by a being touching the 
eye, the speaker is empowered to see the 
whereabouts of any one particular crea¬ 
ture or physical object that he has seen 
before. For example, a speaker could see 
"the gem I saw atop the crown King Orvan 
wore last Highfeast," but could not see "the 
largest gem King Orvan owns." Such direc¬ 
tions need not be spoken aloud but must 
be concentrated upon (precluding reading, 
spell-casting, or other mental activities and 
requiring full attention). The eye then 
vaporizes, but its activator receives a 
mental vision (lasting 2-5 rounds) of the 
desired being or object and its present 
whereabouts, governed by light available 
at the locale. No sense of the direction or 
distance separating the target from the 
activator is imparted, nor is any sound 
transmitted. No spells can be cast through 
the vision; it is not a mental link or portal. 
Every eye of vision is a one-shot device; 
such devices are very rare, and the secrets 
of making them are thought to be lost. 

16: A magical arrow. This finely made 
arrow radiates a dweomer and can be 
identified as an arrow of direction. It is 
actually an arrow of monster location, 
always pointing unerringly at the nearest 
dangerous nonhuman or demihuman 
creature. The creature may be any dis¬ 
tance away on the same plane. The arrow 
will do this regardless of the commands it 
is given. 

17: A famous magical item or artifact, 
sought by many mages of power. This 
might be a book of infinite spells, a piece 
of the rod of seven parts, or any item 
appropriate to the DM's own campaign. 

18: An ivory slate adorned with ham¬ 
mered gold comers (12 gp value). A spell 
placed on the slate long ago causes these 
words to appear silently on the slate when 
it is touched: "So you have come at last. 
Know, before the Dark Dragons devour 
the world, that there is a way to defeat 
them: Find the Whip of Mastery. It lies in 


the Tower of Crymon, on the island of 
Ulm's Hand in the Nelanther. Waste no 
time." The slate's words then fade forever. 
The DM should alter the treasure and 
location to suit his own campaign. Details 
of the dragon-controlling and dragon¬ 
slaying powers of the "whip of mastery" 
are likewise left to the DM. 

19: A gold piece that radiates a faint 
dweomer, found among several hundred 
or so other nonmagical gold pieces. When 
first touched, it causes the ghostly white 
illusion of a harp to appear in midair, 
approximately 2" behind and a little above 
the head of the being who touches the 
coin. The illusory harp plays faint, eerie, 
intricate music constantly. Touching or 
using magic on the harp will not affect it, 
and it can pass through magical barriers, 
walls, solid rock, and so on. The harp 
vanishes when the gold piece is touched 
again by a living being—whereupon an¬ 
other harp illusion will appear, to trail the 
second being who touched the coin. A 
harp illusion disappears if the person 
currently causing it dies, or if dispel magic 
is cast on the coin. The coin can still cause 
illusions later when next touched, unless it 
is melted down or a limited wish is used to 
permanently end its magic. 

20: A sealed clay sphere, baked hard 
long ago, light in weight but about the size 
of a human head. The sphere radiates a 
faint dweomer. It has no powers except a 
total inability to be affected by any magic, 
including fireballs, wish spells, and the like 
(a protection that it cannot extend to be¬ 
ings or other items). If shattered by a fall 
or a deliberate blow, the sphere releases a 
swarm of disembodied, animated eyeballs 
of all types and sizes. These eyeballs float 
about, clustering around and following 
PCs until the spheres are destroyed (each 
AC -2, MV 18,1 hp). A successful to-hit 
roll when using a net, or when a creature 
attacks barehanded with the stated inten¬ 
tion of catching an eyeball, results in the 
capture of an undamaged eyeball. The 
eyeballs can then be used as material 
components, decorations, food, or in ruses 
(e.g., to suggest the presence of someone 
who does not in fact exist watching an 
intruder). 



82 DECEMBER 1990 



TSR LTD PRESENTS 

GamesFair ’91 

The UK's No.l Games Convention 



at Reading University 

Book early to avoid disappointment. Booking in advance is essential. 
There will be NO tickets for sale on the door. 


The ADVANCED DUNGEONS & DRAGONS® Open 
Championship to find the British AD&D™ Game 
Champion of 1991. Held over Saturday and Sunday, 
places in this event are limited and must be booked in 
advance (Entry Fee £3.00). 

The AD&D™ Game Team Competition - 
a light-hearted single round team competition held on 
Friday afternoon. 

Non-stop twenty-four hours gaming with the 
DUNGEONS & DRAGONS® Game, ADVANCED 
DUNGEONS & DRAGONS® Game, MARVEL SUPER 
HEROES™ Games, En Garde, Paranoia, Runequest, Call 
of Cthulhu, Traveller, Stormbringer, Star Trek, Railway 
Rivals, Warhammer Battles, WFRP, Illuminati, Car 
Wars, MERP... and many, many more! 


Seminars, quizes, trade stands, competitions throughout 
the weekend, demonstration games, games-playtesting, 
and the biggest game of En Garde ever! 

Residential and Non-residential places - 
Non-residential places entitle you to full use of the 
convention facilities throughout the weekend including 
inexpensive hot and cold food, the bar during extended 
hours (adults only), several gaming areas and an array 
of computer arcade games. Residential bookings entitle 
you to all that plus two nights in a private bedroom and 
a full breakfast on Saturday and Sunday. 

ADVANCED DUNGEONS & DRAGONS, AD&D, and DUNGEONS & DRAGONS 
arc trademarks of TSR, Inc. ®1990 TSR, Inc. All Rights Reserved. 

MARVEL SUPER HEROES is a trademark of the Marvel Entertainment Group. 


r 


BOOKING FORM - please read carefully before booking 

Sorry, parsons under 14 yaars of age cannot be admitted. 

"If booking for more than one person, you must include ALL names - 
Bookings accompanied by an incomplete list of names or the incorrect money will be returned unprocessed! 
"Successful bookings will be confirmed by post. Full details of the events will be given in the 
Games Fair '91 programme which will be mailed to ah delegates in February. 


1 


REFUNDS (minus a £2.00 administration charge) will ONLY be possible o 
cancellations made BEFORE 28th February 1991. 

Please make cheques/POs payable to TSR Limited and send to the 
organisers at: TSR Limited 

120 Church End 
Cherry Hinton 
Cambridge CB1 3LB 


Telephone bookings for ACCESS/VISA cardholders on (0223) 212517 


Please send me_ residential ticket(s) for Games Fair ’91 at £45.00 each 

Please send me-non-residential tlcket(s) for Games Fair ’91 at £14.95 

*** Ch (Tick boxes if rt 

I wish to enter the AD&D™ Open Championship. 

Entry fee of £3.00 enclosed 

Please send details of entry into the AD&D™ Team Competition. 

SAE enclosed. 

I would like to DM a game in one of the AD&D™ 

Game Competitions (please give brief details of your 
experience and age on a separate sheet of paper). 

CHEQUE/PO to the value of__ enclosed 


□ □□! 







CONVENTION 

CALENDAR 


Convention Calendar Policies 

This column is a service to our readers 
worldwide. Anyone may place a free listing 
for a game convention here, but the follow¬ 
ing guidelines must be observed. 

In order to ensure that all convention 
listings contain accurate and timely infor¬ 
mation, all material should be either typed 
double-spaced or printed legibly on stand¬ 
ard manuscript paper. The contents of 
each listing must be short and succinct. 

The information given in the listing must 
include the following, in this order: 

1. Convention title and dates held; 

2. Site and location; 

3. Guests of honor (if applicable); 

4. Special events offered; 

5. Registration fees or attendance re¬ 
quirements; and, 

6. Address(es) and telephone number(s) 
where additional information and confirma¬ 
tion can be obtained. 

Convention flyers, newsletters, and other 
mass-mailed announcements will not be 
considered for use in this column; we 
prefer to see a cover letter with the an¬ 
nouncement as well. No call-in listings are 
accepted. Unless stated otherwise, all 
dollar values given for U.S. and Canadian 
conventions are in U.S. currency. 

WARNING: We are not responsible for 
incorrect information sent to us by conven¬ 
tion staff members. Please check your 
convention listing carefully! Our wide 
circulation ensures that over a quarter of a 
million readers worldwide see each issue. 
Accurate information is your responsibility. 

Copy deadlines are the last Monday of 
each month, two months prior to the on- 
sale date of an issue. Thus, the copy dead¬ 
line for the December issue is the last 
Monday of October. Announcements for 
North American and Pacific conventions 
must be mailed to: Convention Calendar, 
DRAGON® Magazine, P.O. Box 111, Lake 
Geneva Wl 53147, U.S.A. Announcements 
for Europe must be posted an additional 
month before the deadline to: Convention 
Calendar, DRAGON® Magazine, TSR 
Limited, 120 Church End, Cherry Hinton, 
Cambridge CB1 3LB, United Kingdom. 

If a convention listing must be changed 
because the convention has been can¬ 
celled, the dates have changed, or incor¬ 
rect information has been printed, please 
contact us immediately. Most questions or 
changes should be directed to the maga¬ 
zine editors at TSR, Inc., (414) 248-3625 
(U.S.A.). Questions or changes concerning 
European conventions should be directed 
to TSR Limited, (0223) 212517 (U.K.). 


❖ indicates an Australian convention. 
:!• indicates a Canadian convention. 

# indicates a European convention. 


* indicates a product produced by a company other than TSR, 
Inc. Most product names are trademarks owned by the 
companies publishing those products. The use of the name of 
any product without mention of its trademark status should not 
be construed as a challenge to such status. 

SYNDICON III, December 8 

This convention will be held at the Interna¬ 
tional Inn in Orlando, Fla. The guest of honor is 
Rembert N. Parker, RPGA™ Regional Director. 
Events include one- and two-round RPGA™ 
AD&D® tournaments, with BATTLETECH*, 
ILLUMINATI*, CAR WARS*, CALL OF 
CTHULHU*, SHADOWRUN*, SPELLJAMMER™, 
DIPLOMACY*, and DRAGONQUEST™ games. 
Registration: $8; $6 for RPGA™ Network mem¬ 
bers; $10 at the door. All fees include four free 
events. Write to: SYNDICON III, 11324 Porto 
Court, Orlando FL 32821; or call: (407)857-1896 
or (407) 788-3014. 

NOVAG VI, December 15-16 

Northern Virginia Adventure Gamers' annual 
gaming convention will be held at the Leesburg 
National Guard Armory in Leesburg, Va, Events 
include fantasy role-playing and historical 
games. Registration: $6 for the weekend. Write 
to: NOVAG, 101 East Holly Ave., Sterling VA 
22170; or call: (703) 450-6738. 

GAMICON ALPHA, January 19, 1991 

Sponsored by SFLIS/I-CON, this gaming con¬ 
vention will be held at the Iowa Memorial Union 
at the University of Iowa in Iowa City. Events 
will include AD&D™, CALL OF CTHULHU*, 
BATTLETECH*, and STAR FLEET BATTLES* 
games. Other activities include seminars and 
panels by guests, including Roger E. Moore, 
editor of DRAGON® Magazine, plus a silent 
auction. Registration: $6 until Dec. 20; $8 there¬ 
after. This fee includes all games. Send an SASE 
to: GAMICON, c/o SFLIS, Student Activities 
Center, IMU, University of Iowa, Iowa City IA 
52242. Call Nigel at: (319) 354-2236; or Ahmad 
at: (319) 351-7963. No collect calls, please. 

ROACH-CON '91, January 19 

The first kind-of-annual convention will be 
held at La Roche College and is sponsored by 
Project Achievement. Events include AD&D®, 
TOP SECRET/S.I.™, and BATTLETECH* games. 
Other activities include movies, vendors, and a 
miniatures-painting contest with an entry fee of 
$2 per figure. Registration: $5 preregistered; or 
$7.50 at the door. Write to: ROACH-CON '91, La 
Roche College, Box 22, Allison Park PA 15101; or 
call Bob at: (412) 793-6028 or (412) 341-6450. 

JANCON '91, January 19-20 

This two-day gaming convention will be held 
at the Quality Inn Conference Center in New 
Haven, Conn. Events include AD&D®, BATTLE- 
TECH*, and DIPLOMACY* games, with minia¬ 
tures painting, movies, and a dealers' room. 
Other activities include a banquet on the 20th 
and a benefit game with all proceeds going to 
Alzheimer's research. Send an SASE to: JANCON 
'91, P.O. Box 822, Shelton CT 06484. 


PANDEMONIUM VIII, January 19-20 * 

This convention will be held at the Ryerson 
Hub Cafeteria, Jorgenson Hall, Ryerson Poly- 
technical Institute, in Toronto, Ontario. High¬ 
lights include two game auctions, over 50 
games, a miniatures contest, and many local 
dealers. Prizes will be awarded to tournament 
winners. Registration: $10 (Canadian)/day. Write 
to: PANDEMONIUM VIII, c/o 17B Wales Ave., 
Toronto, Ontario, CANADA M5T 1J2; or call: 

(416) 597-1934. 

ADVENTURERS' INN II, January 26-27 

This gaming convention will be held at the 
Stockton Growers' Hall in Stockton, Calif. A 
medieval/fantasy atmosphere will highlight this 
gathering of gamers. Events include official and 
open gaming, SCA demos, a 36-hour campaign, a 
costume contest, and a dealers' area. Registration: 
$15/weekend until Jan. 1; $13/day or $20/ 
weekend at the door. A $3 discount goes to 
anyone in medieval/fantasy costume. Write to: 
ADVENTURERS' INN, P.O. Box 3669, Turlock CA 
95381. 

CANCON '91, January 26-28 ❖ 

Australia's biggest and best convention will be 
held at the University of Canberra, ACT, Austra¬ 
lia. Our special guest will be Jean Rabe, the 
RPGA™ Network coordinator. Events include 
miniatures, board games, RPGs, including sev¬ 
eral RPGA™ Network events, and a costume 
parade. Registration: $15 (Australian) before 
Nov. 30; $20 thereafter. Most events cost $2. 
Write to: CANCON, GPO Box 1016, Canberra 
City, ACT, 2601, AUSTRALIA. 

REALMS OF ROLE-PLAY II, 

February 1-3 ® 

This convention, organized by TRoA, will be 
held at Sofiendalskolen, Aalborg, Denmark. 

Events will include AD&D® 2nd Ed., CALL OF 
CTHULHU*, D&D®, MERP*, ROLEMASTER*, 
SHADOWRUN*, STAR WARS*, WARHAMMER 
FANTASY BATTLE* and ROLEPLAY*, and board 
games. Registration: DKK 50/weekend or Dm 30/ 
day. GMs are welcome! Write to: TRoA, 
Hvidkildevej 20 A, 9220 Aalborg Oest, DENMARK. 

CONNECT-A-CON, February 16-17 

This SF/fantasy/gaming convention will be 
held at the Sheraton Westgate in Toledo, Ohio. 
Guests of honor include Jean Lorrah, Dennis 
McKieman, and Rob Prior. Events include 
gaming, a writers' workshop, a short-story 
contest, a costume contest and masquerade ball, 
a murder-mystery contest, a huge dealers' 
room, a 24-hour movie room, an art show and 
auction, and a gaming auction. Registration: $15/ 
weekend before Dec 31; $20/weekend there¬ 
after. Write to: CONNECT-A-CON, PO. Box 4674, 
Toledo OH 43620. 

ECONOMYCON IV, February 15-17 

This convention will be held at the Smart 
Plaza, Road Suites 17 and 18 in Mesa, Ariz. 
Events include AD&D®, BATTLE FOR MOS¬ 
COW*, SQUAD LEADER*, and BATTLETECH* 
games. Other activities include computer games, 
Japanimation, open gaming, and a Miniatures 
Fest featuring WWII microarmor, American 
Civil War, British colonial and SF miniatures 
gaming. There is no admission fee, and all 
events are free. Send an SASE to: ECONOMY- 
CON TV, c/o Roaming Panther Game Co., 2740 S. 
Alma School Rd„ #16, Mesa AZ 85202. 

GENGHIS CON XII, February 15-17 

The Denver Gamers' Assoc, presents this 


84 DECEMBER 1990 




convention at the Sheraton of Lakewood. Events 
include VICTORY IN THE PACIFIC*, CIVILIZA¬ 
TION*, KINGMAKER*, ASL*, and BATTLE- 
TECH* games, with official RPGA™ Network 
tournaments including PARANOIA*, D&D®, and 
AD&D® games. A variety of miniatures events 
will be featured. Other activities include several 
auctions, art and figure-painting contests, semi¬ 
nars, and demos. Guests include Jean Rabe (the 
RPGA™ Network coordinator), Darwin Bromley, 
and Richard Berg. Also featured is the PUFFING 
BILLY* tournament for railroad gamers. Regis¬ 
tration: $1/weekend preregistered. Write to: 
Denver Gamers' Assoc., P.O. Box 440058, Aurora 
CO 80044; or call: (303) 680-7824. 

ORCCON 14, February 15-18 

This convention will be held at the Los 
Angeles Airport Hilton. All types of family, 
board, role-playing, miniatures, and computer 
games are featured. Get bargains at the flea 
markets, auctions, and exhibitors' area. Also 
featured are seminars, demos, and special 
guests. Write to: STRATEGICON, P.O. Box 3849, 
Torrance CA 90510-3849; or call: (213) 326-9440. 

ECLECTICON 5, February 16-18 

This SF/fantasy convention will be held at the 
Sacramento Hilton Inn in Sacramento, Calif. 
Guests of honor include Greg Bear, Rick Stern- 
bach, and Rhea Stone. The dead guest of honor 
is Jules Verne. Registration: $25 until Jan. 15; 
and $30 thereafter. Proceeds will benefit the 
Sacramento Public Library and the Children's 
Burn Unit of the University of California at 
Davis Medical Center, among other charities. 
There will also be a blood drive at the conven¬ 
tion on Feb. 17th. Write to: Publicity Committee, 
ECLECTICON 5, #176 P.O. Box 19040, Sacra¬ 
mento CA 95814; or call: (916) 421-8365 and 
leave a message. 

TOTAL CONFUSION V, February 22-24 

This convention will be held at the Sheraton 
Worcester Hotel and Conference Center in Wor¬ 
cester, Mass. Events include AD&D®, GURPS*, 
BATTLETECH*, CALL OF CTHULHU*, DIPLO¬ 
MACY*, ASSAULT*, CAR WARS*, DC HEROES*, 
and AXIS & ALLIES* games. Over 120 games are 
scheduled. Other activities include a costume 
competition and a miniatures-painting contest. 
Registration: $5/day or $20/weekend preregis¬ 
tered; or $10/ day at the door. Write to: TOTAL 
CONFUSION, P.O. Box 1463, Worcester MA 
01607; or call: (505) 987-1530. 

CHIMERACON VII, March 1-3 

This seventh annual SF/fantasy convention will 
be held at the Union of the University of North 
Carolina in Chapel Hill, N.C. Guests of honor 
include Fred Chappell, Alan Wold, and Gavin and 
Yvonne Frost. Write to: Shannon Turlington, c/o 
CHIMERACON, 306 Avery UNC-CH, Chapel Hill, 
NC 27514 ; or call: (919) 933-2912. 

EGYPTIAN CAMPAIGN '91, March 1-3 

This gaming convention will be held at the 
Student Center of Southern Illinois University in 
Carbondale, Ill. Events include RPGA™ AD&D® 
tournaments, miniatures judging, and a game 
auction. Registration: $8 preregistered or $5/ 
day. Friday, the 1st, is free to all. Send a 
business-size SASE to: S.I.U. Strategic Games 
Society, Office of Student Development, South¬ 
ern Illinois University, Carbondale IL 62901- 
4425; or call: (618) 529-5317. 


BASHCON '91, March 8-10 

This sixth annual convention, sponsored by the 
Benevolent Adventurers' Strategic Headquarters, 
will be held at the Student Union Auditorium at 
the University of Toledo's main campus in Toledo, 
Ohio. Over 150 game events will be featured, 
including RPGA™ tournaments, plus movies, a 
miniatures contest, an exhibitors' area, two 
auctions, and an honored speaker or two. Regis¬ 
tration: $3/weekend or $1 for Friday, $2/day for 
Saturday and Sunday. There will be no preregis¬ 
tration. Games cost $.50 each. Send an SASE to: 
UT-BASH, c/o Student Activities Office, University 
of Toledo, Toledo OH 43606-9987. 

OWLCON XII, March 8-10 

Rice University's WARP and RSFAFA will hold 
this convention at Rice University in Houston, 
Texas. Tournaments will be held for RUNE- 
QUEST*, PARANOIA*, CALL OF CTHULHU*, 
CAR WARS*, TRAVELLER*, DIPLOMACY*, 
ILLUMINATI*, CIVILIZATION*, BATTLETECH*, 
STAR FLEET BATTLES*, ASL*, WORLD IN 
FLAMES*, and AD&D® games. Prizes will be 
awarded for some of these tournaments. Regis¬ 
tration: $10 preregistered; $12/weekend at the 
door. Single-day prices vary. Write to: RSFAFA, 
OWLCON, P.O. Box 1892, Houston TX 77251. 

AGGIECON XXII, March 21-24 

The largest and oldest annual SF/fantasy con¬ 
vention in the Southwest will be held on the 
campus of Texas A&M University in College 
Station, Tex. Guests include Fred Saberhagen, 
Lynn Abbey, Keith Parkinson, Marv Wolf man, 
and Steve Jackson, Activities include RPGA™ 
tournaments, a dealers' room, game shows, a hall 
costume contest and masquerade ball, SF films, 
Japanimation and video rooms, and live-action 
games. Registration: $13 before March 1; $16 
thereafter. One-day passes are $10. Write to: 
AGGIECON XXII, MSC Cepheid Variable, Box J-l, 
College Station TX 77844; or call: (409) 845-1515. 

SIMCON XIII, March 22-24 

This gaming convention will be held the 
University of Rochester River campus in Roches¬ 
ter, N.Y. Role-playing events, including an R. 
Talsorian-sanctioned CYBERPUNK* tournament, 
plus miniatures events, board games, and a 
miniatures contest are scheduled. Registration: 
$7 before March 4; $10 thereafter. College 
students with an I.D. receive a $2 discount. 

Write to: SIMCON, CPU Box 277146, River 
Station, Rochester NY 14627. 

SCRYCON '91, March 23 

Sponsored by the Seekers of the Crystal 
Monolith, this ninth annual convention will be 
held at the Oakwood School in Poughkeepsie, 
N.Y. Events include AD&D® and alternate 
games, a painted-miniatures contest, and a used- 
game auction. Registration: $6 preregistered 
and $8 at the door. Send an SASE to: SCRYCON 
'91, P.O. Box 896, Pleasant Valley NY 12569. 

Space is limited; preregistration is advised. 


How effective was your convention listing? 
If you are a convention organizer, please 
write to the editors and let us know, if our 
“Convention Calendar” served your needs. 
Your comments are always welcome. 



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SR PREVIEWS 


NEW PRODUCTS FOR 
DECEMBER 

FRA3 Blood Charge 
AD&D® FORGOTTEN REALMS™ 
adventure 
by Troy Denning 

This is the thrilling conclusion to the trilogy of 
Horde modules! The final conflict threatens the 
whole of the Realms! And pick up The Horde 
boxed set and the Empires Trilogy of novels. You 
and your PCs don't want to miss this! 

Suggested Retail Price: $8.65/£5.95 
Product No.: 9304 

Nehwon 

AD&D® 2nd Edition module 
by Blake Mobley 

TSR presents another in the LANKHMAR™ 
adventure series. In this module, your PCs have 
been chosen to take part in a special romp: a 
magical scavenger hunt that takes place only 
once every 140 years. The objects of this hunt 
are several very powerful magical items that 
have fallen into the wrong hands. Your mission 
is to get them back! 

Suggested Retail Price: $9.95/£6.50 
Product No.: 9305 


MLA3 Night Life 

MARVEL SUPER HEROES™ module 
by Anthony Herring 

The third module in the Gang Wars trilogy, this 
adventure culminates in the knock-down, drag- 
out battles between the gangs of New York and 
your PCs. Your heroes had better be ready for 
anything; the gangs are out for blood! 
Suggested Retail Price: $8.95/£5.50 
Product No.: 6897 

Galen Beknighted 
DRAGONLANCE® Heroes II Trilogy, 
Volume Three 
by Michael Williams 

Once a Weasel, forever a Weasel. Galen 
Pathwarden has always been out to save his 
own skin at any cost. But when his brother, 
Brithelm, disappears, he abandons his best 
judgment and embarks on a quest to find his 
brother, and his own courage. 

Suggested Retail Price: $4.96 
Product No.: 8336 


Exile 

FORGOTTEN REALMS™ Dark Elf 
Trilogy, Volume Two 
by R. A. Salvatore 

This second book of the trilogy finds Drizzt 
exiled from the drow city of Menzoberranzan. 
He must now seek acceptance in a hostile soci¬ 
ety, and prove himself to be different from his 
evil kin. And all the while, he must keep looking 
over his shoulder for those same brethren— 
those hunting him! 

Suggested Retail Price: $4.95 
Product No.: 8482 

The Alien Dark 
TSR™ Books 
by Diana G. Gallagher 

One hundred million years in the future, an 
alien race has launched six vessels to search for 
a world to colonize. Their home world is dying, 
and deep space is their only avenue of escape. 
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NEW PRODUCTS FOR 
JANUARY 

WGA4 Vecna Lives 

AD&D® GREYHAWK® module 
by David "Zeb" Cook 

Vecna was the most powerful wizard of his 
age, and he became the most powerful and evil 
lich of any age. Legends say that he was de¬ 
stroyed centuries ago and will never return— 
but the legends were wrong! As the world goes 
mad under Vecna's coming, who will brave 
almost certain death to fight him? 

Suggested Retail Price: $9.95/£6.50 
Product No.: 9309 


feathered serpent. 

Suggested Retail Price: $8.95/£5.95 
Product No.: 9310 

Crusade 

Empires Trilogy, Book Three 
by James Lowder 

The barbarian horde has turned and set its 
sights on the western Realms. Only King Azoun 
of Cormyr has the strength to bring the western 
factions together and forge an army to chal¬ 
lenge the horsemen. But Azoun had not reck¬ 
oned that saving the Realms might mean losing 
his beloved daughter! 

Suggested Retail Price: $4.95 
Product No.: 8480 


Unless otherwise noted: 

® and ™ denote trademarks owned by TSR, Inc. 

©1990 TSR, Inc. All Rights Reserved. 

LANKHMAR is a trademark of Fritz Leiber and is used with 
permission. 

MARVEL SUPER HEROES™ is a trademark of the Marvel 
Entertainment Group, Inc. All Marvel characters, names, an 
the distinctive likenesses thereof are trademarks of the 
Marvel Entertainment Group, Inc. ©1990 Marvel 
Entertainment Group, Inc. All Rights Reserved. 


FROA1 Ninja Wars 

AD&D® FORGOTTEN REALMS™ module 
by Nigel D. Findley 

The Oriental lands of Kara-Tur are rocked to 
their foundations by a series of ninja wars that 
affect noblemen and commoners alike. Few 
have meddled in ninja affairs and lived to tell of 
it. Don't miss this module that examines those 
secretive assassins, the ninja! 

Suggested Retail Price: $9.95/£6.50 
Product No.: 9307 

HWA2 Nightrage 

D&D® HOLLOW WORLD™ module 
by Allen Varney 

This second HOLLOW WORLD™ module 
further explores the myriad cultures and king 
doms of this new campaign setting. Take your 
PCs on an incredible journey across this new 
world on a quest to discover Ancient Nithia and 
find out what really happened to the great 


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SAGA 


Galen Bekrtighted 

Volume Three, Heroes !l Tritogy 
Michael Williams 
ATailuble Dctcmbcr 


F rom the hut 

desert sands of 
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FORGOTTEN REAIWS- 
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DRAGON LANCE* 
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These worlds, rich in lore 
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the settings (dr the 
hcsc-selling novels thar 
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Millions of Fantasy readers 
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Kit, the MLnutnui 

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Three books, three writers, one great trilogy 


by Theresa Hickey 



East finally meets west in the Empires 
Trilogy in the FORGOTTEN REALMS™ 
campaign world, but it's a war-torn con¬ 
nection. These are the stories of an unex¬ 
plored kingdom, the wild expanse 
between the western Realms and the 
eastern Kara-Tur that the civilized folk of 
the Realms have long ignored. Once popu¬ 
lated by small clans' of sour-breathed bar¬ 
barians known as Tuigan, this land has 
become the stronghold of Yamun Khahan, 
who has united the horse warriors and 
has set out to conquer nothing less than 
the world. You can bet these barbarians 
won't be ignored for long. 


Horselords 

Horselords, the first book in the Empires 
series, comes to us from within the camps 
of the Tuigan barbarians, where savagery, 
strength, and stench are the only ways of 
life. After a savory meal of dried meat and 
cheese curd stew, the barbarians journey 
eastward to sate yet another hunger—that 
of conquest. They ride out to breach the 


when writing this book, author David 
Cook had two alternate sources of inspira¬ 
tion: fear and Diet Coke. Fear that his 
deadlines would arrive before any of his 
ideas were recorded propelled Cook into 
many nights of frenzied typing. Diet Coke 
kept him bouncing through it all. "I'd 
drink Diet Coke until I got jittery," Cook 
says, "and then I'd write until about mid¬ 
night, sometimes one in the morning, until 
I was exhausted. Usually I'd go a couple of 
nights and then I wouldn't be able to keep 
my eyes open, so I'd go to sleep. And the 
next night. I'd try it again." 

Writing did not come easily to Cook. 
Although he tried to select certain back¬ 
ground noises, they weren't always the 
most conducive to writing. "MTV was 
occasionally on, but it was bad when there 
was an interesting video or when odd 
things flashed on the screen. Regular TV 
was really bad, although old movies that I 
wasn't real interested in watching were 
okay." In addition to these distractions, as 
soon as Cook started writing for the night. 


he felt a persistent urge to get up and 
pace. Finally he found a background 
sound that actually helped him in his work 
and kept him in his seat—music. It proved 
most beneficial because it blocked out the 
other distractions and established a posi¬ 
tive mood for writing. 

Long before he ever started the writing 
for Horselords, Cook spent many hours 
researching the Mongol culture to give his 
book a strong atmosphere, a powerful 
setting, and true characters. His descrip¬ 
tions were gleaned from "a million differ¬ 
ent picture books" and from a museum 
exhibition that conveniently came through 
town displaying artifacts from Soviet 
museums. He formed piles of picture 
books next to his computer and would 
page through these whenever he needed 
descriptions of "weird Mongol things." 

After the book was completed. Cook 
traveled to China to observe firsthand the 
country about which he had been writing. 
"The whole last part of the book takes 
place along the Dragonwall, and we went 
to see its rough equivalent, the Great Wall 
of China," He adds, "I didn't realize how 


90 DECEMBER 1990 












steep things were there, how rugged," and 
admits that if he had traveled before writ¬ 
ing the book, some physical descriptions of 
the landscape would be much different. 

Cook offered one bit of advice for aspiring 
writers. "Be diligent about sitting down and 
getting to work. If you don't sit down and 
write, you're not going to get anywhere. Try 
and get in the habit of doing it on a regular 
basis, every day, every other day." 

Hard at work on other projects for TSR, 
he attempts to follow this advice as well, 
but realizes how difficult this discipline 
really is. "Right now I try to get up at four 
in the morning because nobody bothers 
me then," he says. "The only problem is, I 
keep sleeping too late." 


Dragonwall 

"In the seventh grade in my English 
class, I started keeping a journal as an 
assignment, and I just started having a lot 
of fun with it. By the time I was in eighth 
grade, I knew what I wanted to do," says 
Troy Denning, author of Dragonwall, Book 
Two in the Empires Trilogy. This desire to 
write stayed with him throughout high 
school; when he traveled to a small liberal- 
arts college in Beloit, Wis., he immediately 
went to declare his major. 

"I had signed up to play football in col¬ 
lege," he says, "so as a freshman, I went in 
to declare my major to the head of the 
department, a little, wiry guy who took 
one look at this football player and said 
'Are you sure you want to be an English 
major?'" But Denning had no doubts, and a 
few years later he graduated with a dou¬ 
ble major in English composition and in 
sociology, a combination appropriate for a 
project such as Dragonwall, which in¬ 
volved writing about a foreign culture. 

Dragonwall is written from the perspec¬ 
tive of the eastern nation of Shou Lung 
and describes the threatened invasion of 
Shou Lung by the barbarian horde. The 
army of the Shou uses its one major 
strength, general Batu Min Ho, a brilliant 
strategist and a loyal fighter. But confront¬ 
ing the bloodthirsty warriors leads Batu to 
confront his Tuigan heritage, a back¬ 
ground that soon shadows his achieve¬ 
ments. After battles tainted by politics and 
spies, Batu leaves the Shou for a new life 
within the ranks of the barbarians. 

Although Denning has a strong interest 
in Far Eastern cultures and has spent the 
past two and a half years learning and 
practicing kyuki-do, a form of martial arts 
comprising tae-kwon-do, hapki-do, and 
judo, writing this book required heavy 
research. "I spent hundreds of dollars and 
probably hundreds of hours on research," 
he says. "And it was an ongoing process. 

As I wrote, it helped to keep reading about 
the places." 

Denning started his research with chil¬ 
dren's books to get an overview of the 
culture, then moved on to more complex 
materials. He also underwent mental prep¬ 
aration. "Each night before writing, I 


would sit for a few minutes, close my 
eyes, and think of the character or the 
scene I was writing about. This would 
relax and clear my mind." 

Denning then would begin composing, 
slowly at first, until he reached his usual 
pace of approximately three pages per 
hour. He carefully followed outlines con¬ 
structed in the planning stages of the 
book, but not everything could be plotted 
so closely. "I think the relationships of the 
characters came out more as the writing 
went on. And because of this, an awful lot 
of my character work was done in the 
second draft." 

Denning grew up in a small mining town 
in the mountains of Colorado; the entire 
county was home to fewer than 5,000 
people. "I went to a very unusual high 
school," he says. "We had this immense 
mine in the county that created a very 
large tax base. So we had a very nice and 
expensive high school populated by people 
who had very little interest in education." 
But the talented teachers at his school 
inspired Denning and made learning en¬ 
joyable for him. 

Dragonwall is dedicated to one of these 
teachers, Mr. Dallas, as well as to other 
educators. "Mike Dallas was more of a gem 
than you ever had the right to expect in a 
little backward town like mine," Denning 
explains. "He not only taught how to write 
and how to read, but he made me curious 
and willing to try things that I wouldn't have 
tried before. He was a teacher who made 
me look beyond the immediate possibilities 
and gave me confidence." 

This confidence did not come easily, 
however. "The first hundred stories I 
wrote all ended up in the wastebasket, 
and I had started many novels. If someone 
were to ask me what's the one thing he 
should do to be a writer, I would tell him 
not to be too critical. You have to learn to 
suspend your critical functions while 
you're writing." 


Crusade 

Crusade begins about three months after 
the end of Dragonwall. The setting is the 
civilized west, in the city of Suzail in the 
country of Cormyr—which, we learn, is the 
next target of those pugnacious barbarians. 
The Tuigan challenge is met by one ruler. 
King Azoun, who must unify the western 
factions to create a force powerful enough 
to reckon with the horse warriors. 

The story unravels from the western 
viewpoint, and author James Lowder used 
medieval England as a model for King 
Azoun's land. "From the minute we de¬ 
fined this book, it was like a magnet to 
me," says Lewder, an English and history 
major who is fascinated by the medieval 
period. 

But more intriguing than the setting, to 
Lewder, was the main character. "When 
we picked King Azoun as the major char¬ 
acter, I really fell in love with him," says 
Lewder. "I couldn't stop thinking about 


him, about 'What would this character 
do?' He is King Arthur if King Arthur had 
survived the final battle, a character who 
is so incredibly charismatic and has these 
noble ideas, and who finally has to go in 
and put his government together. And 
you've got somebody who wants to rule by 
law and by good in a situation where he 
can't, because when you make sweeping 
laws, somebody is affected negatively by 
them and then you're not ruling by law 
and by good anymore." 

Although Lowder researched historical 
accounts for his novel, he emphasizes that 
none of the books in the Empires Trilogy is 
of the historical fiction genre. "There is 
more historical authenticity to these sto¬ 
ries than what's been done in the Realms 
before, but that's not to say that these are 
parallels to any specific history. And they 
shouldn't be taken that way." What they 
tried to do, according to Lowder, was to 
create a Realms that was historic. He 
considers this trilogy a success in that 
respect. 

"I think we achieved what we set out to 
do," he says. "We let the readers know 
what it was like to live in these three parts 
of the Realms. We also created a story, a 
type of epic, that was focused on the peo¬ 
ple who made the action. So many fantasy 
stories are about adventurers pulled along 
by circumstance. But the three main char¬ 
acters in this series are the people who 
rim their countries, who make history 
every day." 

Although he started writing when in 
college and currently pens video, film, and 
book reviews, Lowder became most inter¬ 
ested in writing through working with 
novels at TSR. "I think if a lot more people 
could see how books get put together, 
they'd have a more confident approach to 
publishing a book. But it's a lot of work." 
Lowder began working on Crusade by 
allotting a certain amount of time for 
writing each night. This system, however, 
didn't last for long. "As my deadlines got 
closer, I had a certain amount that I 
needed to write." 

Fortunately for Lowder, writer's block 
didn't strike too frequently. When it did, 
he made himself relax by turning on a 
movie. "I'd watch Excalibur or A Man For 
All Seasons to try and get back in the feel 
for the world that I was trying to create." 
And when that failed, he would raid the 
refrigerator for one of the many Dr. Pep¬ 
pers inside, charge himself up, then get 
back to work. Crusade will go on sale in 
December. 


TSR's 1991 lineup of books is its best 
ever. Watch for our new series on the 
Harpers in the FORGOTTEN REALMS 
world. Also, travel back into the 
DRAGONLANCE® saga's past to discover 
the stories behind the Companions' first 
meetings—or, should we say, their first 
confrontations. All this and more in the 
next "Novel Ideas." Q 


DRAGON 91 



Princess Ark 

Continued from page 45 

Minaean identity secret, for many people 
would still demand vengeance for the 
rampages of Yodar's Sea Wolves. 

Personality: The Ways of Razud 
changed Talasar, making him a charitable, 
forgiving, and compassionate person. His 
tact and diplomacy have served him well 
aboard the Princess. Quiet and keenly 
observant, Talasar is a great judge of char¬ 
acter who proven many times to be an 
invaluable help in Haldemar's endeavors. 

Disposition: Goodwill toward all 
aboard. New feelings about Lady 
Abovombe are deeply disturbing to this 
now-pious man, however. 

Appearance: Although in his mid¬ 
fifties, Talasar is a tall, powerful man. He 
keeps his head shaved and bare, according 
to the precepts of his order. Talasar has a 
dark complexion, with slightly slanted 
green eyes. His thin, long mustache com¬ 
mon to that of Ochalean nobles in Beitung 
has long since turned white. 

Equipment Carried: Potion of black 
dragon control (including lesser night 
dragon, two doses left), earring of seaman¬ 
ship, balm of ethereality, scroll of com¬ 
munication (whose other half is at the 
temple of Razud in Starpoint), ring of 
holiness, amulet vs. crystal balls and ESP 
hammer +3 of extinguishing. 


Spells Commonly Memorized: 

Level 1 — Detect evil, light (*2), purify 
food & water (x2), remove fear, resist 
cold 

Level 2— Bless, hold person ( x 2), know 
alignment, resist fire, silence 15' radius, 
speak with animals 

Level 3— Cure blindness, cure disease, 
remove curse, striking (*3) 

Level 4— Create water, dispel magic (*2), 
neutralize poison 

Level 5— Commune, create food, cure 
critical wounds, dispel evil 
Level 6 — Animate object, cureall, find the 
path 

Level 7— Ship flight (10% chance) or raise 
dead fully 

D&D Game Statistics: S 15, I 13, W 
17, D 10, Co 14, Ch 16; 17th.level cleric; 

AC 9; hp 49; MV 120'(40'); #AT 1 (by 
weapon type or spell); Dmg by weapon 
type or spell; Save C17; ML 11, AL L. Lan¬ 
guages: Common Alphatian and Minaean. 
Skills: Intimidation (St), Swimming (St), 
Helmsman/Captain (In), Guidance/ 
Counseling (Wi), Theology (Wi), Persuasion 
(Wi), Storytelling (Ch). 


Letters 

I would like to know if you were going 
to do a Monstrous Compendium for the 
D&D game realms? I would like to have all 


these creatures in one place for easy refer¬ 
ence. 

And why is there never more informa¬ 
tion on the ability scores for humanoids 
than what is printed in DRAGON® issue 
#141? I would like to be able to let my 
players play a hobgoblin or a gnoll but I 
don't have the statistics on either of them. 

GAZ10 The Ores of Thar is what you 
need for humanoid ability scores. As for 
monsters, we are making plans for a major 
supplement in 1991 that should include 
most of the D&D monsters published to 
date in our various boxed sets. Unfortu¬ 
nately, the descriptions may remain just as 
short as they have been so far because of 
a lack of space in that product. 

I'm all in favor of the Princess Ark diving 
back as soon as possible into the new 
HOLLOW WORLD setting. This is the most 
fascinating game world I've ever seen, and 
I want to know more! 

Where are Amazons in the D&D game 
world? Because they are a basic element in 
fantasy, they must be somewhere in the 
game world. Could the Princess drop in on 
them? 

Thanks for your vote. Amazons would 
be likely to be in the region originally 
called the Matriarchy of Pelatan, on the 
Southern continent. Perhaps that old 
Nithian map had some truth to it! £2 


0 = 


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92 DECEMBER 1990 






WINTER FANTASY, 1991 

January 4th-6th 



All gaming is free - exempt for the benefit ton moment, which requires a SfiJOfl donation. Games 
are available on site on h first COmC, first served basis, Network members cun pre-register for 
_ ro lc-pluyt loti rn-umCntfl. _ __ 

COSTS: At the door -- $15; Pre-registration - $12; Pre-registration for 
Network Members - $10; Forjudges running three or more sessions -- $7 


Name:_ 

Address: _ 


Pre-registration closes December 15. 1990 

1 have indicated below the 

_ _ _ four tournaments I want 

__ to be pre-re gistered for* 


The Rumada Trm Airport. Milwaukee, WI 


In addition* the convention features: 


Featuring Network Sanctioned Events: 


AD&Dte Game Grand Masters Torg 

AD&D Game Masters Star Wars 

AD&D Game Feature Paranoia 

AD&D Game Benefit ChiU 

MAUVE L SUPER HEROES Timemaster 


Board Games 
Miniatures Events 
Axis & Allies Tournament 
DAWN PATROL® Tournament 
Role Playing Sessions 
Dealers' Area 
Open Gaming 


The Hamad a Inn is offering 
special rates for convention 
goers. To make a reservation, 
call toll free at 
1-800-27245232 
or call 414-764-5300 
Be sure to mention 
Winter Fantasy 


L 


llomo Phono: 
Work Phone:. 


I volunteer to judge. I know 
these game systems: 


_ „___ _ __ _„_ _ __ ! 

Send registration to Winter Fantasy, P-O- Hnx 51,1, Lake Geneva, IV f., 53147 
Enclose 0 check or money order for the correct amount, 


_Yes! 1 would like to go to the 

Network Sunday brunch. I have 
included $10.00 to cover the cost of 
this delicious, warm repast 


















Rats! I can never open these 
child-proof caps" 


'Whoopie cushion, joy buzzes 
Squid flower. . . +1 


L Oh, stop yOor whining! I know goyg who pay $2PD 
a month to get work-outs like this." 


V\t> iT \m <ics^ wev |, ^W 

PlE? f" ft. I .hi Li M/Wif wRt*J ijMV^ WG 


Wtv! -Sh£ J s LJEAStitiq 
HgWKEQF T^RJfrri 


■i'lh.J jJilO HE f [■JEJffirit; ThJTT ' 


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RACJONMIR'CH 

-v_ 





















"Onion ring to rule them all. 

Onion ring to find them. 
Onion ring to bring them all, 
and in the darkness bind (hom, 


You mean all l have to do is hold the lamp like 
Ihis find look tn the closer?^ 


ohou! mm wmR Tfatf'Wtz m i& 

QfmX,lW£&TV£M! * 


DRAGON 95 










t .t t L.R5.TiRsr gu"**H 
■cg&T Ot &1 ^° k irHQ^. p ' (10 i '; 
Wn of wttJt^^pjctf.oj ■■ 

iw\ Qti(n.(4e^DE5 , 5 

V-^Ooow* 36 * ZZSBgffl 


THE.fie.iHE'i' fiRt 1 . 


PM»| i- 

Aeaft'THenoi, 


I t irtiHi 


96 DECEMBER 1990 


















































DRAGON 97 

































os 


E SHOULD L€ftDTHefT 

fR pn HER’ ^ 


98 DECEMBER 1 990 




























Boxed Nightmares is the long awaited adventure/source book for Pal¬ 
ladium’s Beyond the Supernatural™ RPG. 

The game package contains a 56 page adventure and source book along 
with a peculiar tabloid newspaper (fictional). The newspaper is one of those 
sensational, check- out counter rags that boasts headlines like, “Woman marries 
Big Foot” or “Elvis’ clone living in Tampa!” However, this tabloid is tied to 
the adventure book in several different ways. 

First, it contains clues and information for the actual adventures inside the 
supplement. Second, the publishers of the paper often hire psychics and para¬ 
psychologists to investigate strange phenomena, so your characters could be 
working for this rag. 

The adventures are designed to give players and GM’s a better idea of the 
variety and scope of adventures one can explore in the world of modem horror. 
Some adventures are short, others long. Some are monster stomping action, 
while others require investigation, cunning, and the uncovering of clues. 

Highlights include: 

• Rules and tips for creating secret organizations. 

• Adventures in South America, Australia, as well as the USA. 

• Villains include crazed arcanists, gremlins, Tasmanian Devils of the. 
supernatural variety, a possessing entity that has absorbed the 
memories of a serial killer and much, much more. 

• An outrageous, yet insightful, 16 page tabloid filled with clues and 
adventure ideas. 

• Front and back cover paintings by Denis Beauvais. 

• Interior art by Kevin Long. 

• Written by Kevin Siembieda. 

• $11.95, please add $1.50 for postage and handling. 


Beyond the Supernatural 

Beyond the Supernatural™ is an excursion into the realm of contemporary 
horror. 

The time: Today. 

The place: Anywhere! America, England, or your home town. 

The Horror: Superhuman ... inhuman ... unnatural creatures of evil known 
to ancient man as ghosts, goblins, and demons. Monsters that are very real 
and very much present in an unsuspecting world of science and technology. 

The prey: Human life. 

The characters: Are the scientific rebels, explorers of magic, psychics, or 
victims who are aware of the supernatural forces around them. Often they find 
themselves in a life and death struggle against demonic forces and madmen 
who use their mystic knowledge for evil. Psychic Character Classes include 
the psychic sensitive, physical psychic, healer, psi-mechanic, and nega-psy- 
chic, along with the arcanist (practitioner of magic) and parapsychologist. 

Magic: Is presented in a believable and effective way that works in a modem 
world. Includes spells and ritual magic, ley lines and places of magic, and 
dozens of supernatural creatures. 

Compatible with Rifts 1 : The player characters, monsters, and magic are 
easily adaptable to Palladium Books’ exciting, new game of future horror and 
adventure. Rifts . Beyond the Supernatural ™ is also compatible with Heroes 
Unlimited™, Revised Ninjas & Superspies™ and, to a lesser degree, Teenage 
Mutant Ninja Turtles® & Other Strangeness. 

Artwork: Cover by Richard Corben, interior art by Steven Bissette and 
Kevin Long. 

256 pages, $19.95 plus $2.00 for postage and handling. 


Rifts™ 

Nearly 8000 copies sold in the first week! 

Rifts™ is a mega-hit judging by fan reaction at the game convention where 
it debut and from the fast and furious distributor sales. 

The one comment we keep hearing time and time again is, “I’ve been 
waiting for a game like this for years.” Well, the wait is over. 


Rifts is Palladium Books®’ new science fiction/fantasy/megaversal role- 
playing game of super science, high technology and mega-magic. Not just 
blasters and spell casting, but super-technology like rail guns, particle beams, 
power armor, giant warrior robots, bionics, and magic that, is its equal in 
power and sophistication. A true blend of high powered (mega-damage) magic 
and technology. $24.95 plus $2.00 for postage. 

If you haven’t taken a look at this RPG yet. Do it today! 


DRAGON 99 





Share some Fuiituny 
with your Friends 


415.474.7464 

VolliTTvC 51 44 


AMERS GUIDE 


WESTERN BUNli 
nith: 

-HKW QVAdflT- 

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3i3 H. Hum Femudi) ELkd 
HurtitiJik. CIA BltiM 
tB14MUlU 


CHIMERA 

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BALTIMORE AREA 
GAMERS 


IS »9UR GAMING SOURCE 

*4 IIR 1 PIG 11 L ICT 4044 I 
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A"N Fua 


SCENARIO PUBLICATIONS IS back? 

Jy.51 in bme lor Xmas. A pafia named 
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Ihe 3iar! Ch£ttaa from a Hmhot, sci-h, or 
adveniura itory, where vai ^are me mam 
character . Each story is persoraaiiied 
iwitti lacts Srom your kte. In maae each | 
5K>ry unique. They maJke greSM girts! To 
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16i t A S. Ma.rcse 4223, Vl^ia, CA SK 1 S 3 
Sand S9.9S pAis $3 ter postage. Indicate 
SCMi, horror, or acnreaUire, or order aU 
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Send IhE loitering Into about tha story's 
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DRAGON 101 









































/^rchandisep 

GAMES I 

■.iimm.A 



l£>ar Countil 

Delusions of Grandeur Welcome! 

Finally, apply your ruthless cunning, 
strategic ingenuity, and dominating wit 
to a P.B.M. world that is truly deserving: 

At your disposal... 

-Masters Of War, Wizards, Agents, 


-Build Castles, Control Cities, Manage Trade 
-Choose from more than 100 spells! 

-Struggle to deal with over 55 feisty creatures and 
up to 25 other player kingdoms! 

Personalize Your Kingdom... 

-Decide your characters path of training 
-Run your provinces as you see fit 
-Integrate your own ideas with-oui unique 
Free Response Optioning System—translating 
your ideas into new game options! 

SS Startup Includes: Rulcbook, Map, TurnsheetS, 
Manual of the Colleges, Optioning Booklet, and free 
A.D.E. membership. S5 turn fees. Write to: 

~lf ^^^^Utemative 'Dimension ‘Enterprises 


Beyond the Sea of Venom 

In this exciting new play-by-mail game you 
customize four characters to embark on a 
fantastic journey. Send $5 for rules, map, 
and the first three turns. Thereafter, turns 
are $2.50 or $4.00. 

We also have a discount catalogue of role- 
playing games and accessories which costs 
$2 and is refundable with your first order. 

Jester Games and Hobbies 

604 S. High St Kirksville, Mo 63501 


** All your gaming ** 
needs at . 

GAME MASTER LTD. 

BERGEN MALL S/C 
PARAMUS, NJ 07652 

Gaming Convention 
June 7-8, 1991 Looking 
for DM’s for 1,000 

Players * ^ 

(201) 843-3308 


^nations 

The Key To Three-Dimensional Gaming 

25nu* Dungeons, Buildings, Castles 
Modular - Durable - Full access 
to interiors 

Send 11 for catalog; refund 
with purchase 


PLAY BY MAIL GAMING 


PAPER MAYHEM 

The Informative PBM Magazine' 

Subscribe to Paper Mayhem and discover the world 
of play-by-mail (PBM) gaming. Wfe cover many of the 
PBM games that are in this page, plus many more, 
covering the subjects of fantasy, sci-fi, historical, 
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Paper Mayhem has been publishing news about 
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Send subscriptions to: Paper Mayhem (Dept DM) 
1518 Adams Street 
Ottawa, IL 61350-4664 

Subscriptions: 

Sample $4.50 I year $20.25 2 year $35.10 


For more information 
about play-by-mail games 
and companies, send for The 
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PBM Gamer, which is a list¬ 
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their games. Send $2.00 to 
Paper Mayhem, Dept. DM, 
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EsperAgentS EsperAgents 

Psychic Espionage & Supernatural Investigation 
It isl 999. You're part of an elite force ] 
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LETSPLAYGAMES 

Introducing... Classical Fantasie Games! 

Revolutionary new 
Fantasy RPG systems, 
for fast set-up and 
ease of play. Modules 
and source material 
for the Palotin 
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over 200 never-before- 
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magic system and 
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character portraits, 
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Send$1 for catalog to; 

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P.O.Box 931108 ' "* I 

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CAST YOUR OWN 
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$11.30 post paid. 

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special sale catalog or call 
(409) 364-2020 
THE DUNKEN CO. 

P.O. Box 95 
Calvert, TX 77837 



102 DECEMBER 1990 












($ mmrnMmm ., o. amis ^ 

IT’S CHRISTMAS 


BUY YOURSELF A LOAD OF GAMES. 


(Okay so it's been a bad year, the economy's shot and your mortgage is too high... What better time to relieve the gloom. 
You owe it to yourself. And if you don't go to the shops listed below and pig out on buying all the games you want for 
Christmas then you know what'll happen! You send your Mum girlfriend, wife or significant other® with a list and 
you know what they'll do? They won't understand what you want and they'll get all the wrong stuff.® So if you want 
a good Christmas... do it all yourself. Start early, 1991's a whole year away® so get out there and shop 'til your arms 

swell... Merry Christmas.) © Don’t ask. © Trust me, I know these things. @ No it’s not. 


e Great Old Ones * TT 




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et • Thievesliuild • Star Fleet Battj 


feel 


Patman RPG *^pow WoHd^MiltiCBMiMcBij^^^Last Battle • Talislantj 


(I'd like to apologise for the grossly offensive advertisement that appears above. We at CHG realise that Christmas is a religious 
holiday with significance for the whole family and not just an excuse for an over-commercialised binge. What can I say to you. I'm 
a bad person. Merry Christmas.) 


Encounter Gaines 

7 High Street Arcade 
Cardiff 

CF1 2BB. 

(0222)221159 

Collector’s Centre 

34 St Nicholas Cliff 
Scarborough 
Y0112ES 
(0723) 365221 

24 Watergate Street 
Chester 

CH12LA 

(0244)328802 

Tower Models 

44 Cookston Street 
Blackpool 

FY13ED 

(0253)23797 

Trivial Book Shop 

(inc. Mail Order) 
Marienstr. 3 

3000 Hanover 
W.Germany <0511)329097 

War & Peace 

8 Upper Orwell Street 
Ipswich 

IP41NN 

(0473)258356 

Games Room 

29a Elm Hill 

Norwich 
(0603) 628140 

The Model Shop 
190-194 Station Road 
Harrow 
(081) 863 9788 

Fantasy World 

10 Market Square Arcade 
Hanley, Stoke-On-Trent 
Staffs, ST11NU 
(0438) 367736 

Games & Puzzles 

6 Green Street 
Cambridge 

CB23JU 
(0223)355188 

Role & Play, (muk^ 
4Broad Street 
Wolverhampton 
(0902) 310027 

ALSO Mail Order 

Players, Unit 13 

Catford Mews 

32 Winslade Way 

Catford, London SE64JU 

(081)3141081 

Ballards 

54 Grosvenor Road 
Tunbridge Wells 

Kent 

(0892) 31803 

Swansea Models & 
Hobbies 

Plymouth St. 

Swansea SA1 3QQ 
(0792) 652877 

Game Inc. 

9 Frankfurt Gate 
Plymouth 

PL1 1QA 
(0752) 672149 

Pastimes 

15 East Street Centre 
Southampton 

SOI1HX 
(0703)221789 

The Stamp Corner 

75 Netherhall Road 
Doncaster 

Yorkshire 
(0302)323623 

Another World 

23 Silver Street 
Leicester 

LEI5EU 
(0533) 515266 

Sheffield Space 

Centre 

33 The Wicker 

Sheffield S3 8HS 
(0742) 758905 

Jade Martial Arts 

10 Castle Street 
Hastings 

East Sussex 
(0424)433298 

Spirit Games 

98 Station Street 
Burton-On-Trent 

Staffs 

(0283)511293 

The Model Shop 

209 Deansgate 
Manchester 

M3 3NN 
(061)834 3972 

Westgate Games 

91 Sl Dunstans Street 
Canterbury 

CT2 8AD 
(0227)457257 

Alien Encounters 

5 The Quadrant, 

Bridge Street 

Guildford, Surrey 
(0483)304781 

J & B Small 

43 Darlaston Road 
Pleck, Walsall 
W.Midlands WS2 9QT 
(0922)22338 

N.C.C. Games 

30 Meadow Street 
Weston-Super-Mare 

(0934)614282 

Foundation De 
Lachende Magier 
Streuelswg 75B 3073DV 
Rotterdam 

Netherlands (0)104842632 

Abbatt Toys 

45 St.Peters Gate 
Stockport, Cheshire 

SKI1DH 
(061)4807665 

Trains & Things 
170/172 Chorley New 
Road, Horwich 

Bolton 

BL6 5QW 

Peterborough Role 
Games, 

135 Dogsthoipe Road 
Peterborough PEI 3AJ 

(0733) 312568 

Stationery & Games 

4 The Crescent East 
Cleveleys, Blackpool 
Lancs, FY5 lU 
(0253)855511 

Swinton Models & 
Hobbies,207 Charley Rd 
Swinton 

Manchester M272AZ 
(061)727 8151 

ThunderbooksII 

116 Friargate 

Preston 

Lancs, PR 12EE 
(0772)204287 

Medway Games Cntr 
294-6 High Street 
Chatham 
KentMB44NR 
(0634)814750 

Not Just Stamps 

17-19 Crendon Street 
High Wycombe 

Bucks HP 13 6U 
(0494)441717 

Paperbook Back Shop 
(Fantasy & SF games only) 
33North Road 

Lancaster LAI INS 
(0524)382181 

The Gameskeeper 

105 Cowley Road 
Oxford 

OX41HU 
(0865)721348 

Shrewsbury Model 
Centre 

15 Mardol Gardens 
Shrewsbury, Shrops. 
(0743)245539 

Zoo Shop & Graphic 
Books 

14 Mains Loan 

Dundee 

Warlord Games Shop 
818 London Road 
Leigh-On-Sea 

Southend SS9 3NH 
(0702)73308 

Mac’s Models 

133-135 Canongate 
Royal Mile 

Edinburgh EH88BP 
(031)557 5551 

The Regiment 

Baildon Craft Centre 
Baildon 

West Yorkshire 
(0274) 594946 

Outer Limits 

4 The Broadway 
Bedford 

MK40 2TH 
(0234) 58581 

Phantastic Games 

103A St. Johns Hill 
Clapham Junction 
London SW11 1SY 
(071)738 0617 

Fantasy Workshop 

34 The Forum 

Stevenage 

Herts., SGI 1EH 
(0438) 367736 

5A Models 

175 Edelston Road 
Crewe 

(0270)213537 

Fiction Factory 

Unit 17, W.Precinct Bus Sn 
Hanley, Stoke-On-Trent 
Staffs, ST1 1RJ fin. Mail 
(0782)208484 ewer) 

Phantastic Games 

Unit 22 In-Shops, Indoor 
Market, Waterlow Rd 
Epsom, Surrey 
(0372)726224 

Spirit Games 

Unit 19, In Shops Cntr. 
68-74 Church Street 
Croydon, Surrey 
(081)7600078 



TRADE ENQUIRIES ONLY 

CHRIS HARVEY GAMES, PO Box 38, Bath Street, Walsall WS1 3BY 
FAX: 0922 721644 



DRAGON 103 













Photography by Mike Bethke 


©1990 by Robert Bigelow 


Lead miniatures: a new endangered species 


As I write this column at the end of 
September, it is hard to project what will 
have happened by the time you read this. 
This year marks the appearance of a ma¬ 
jor threat to both the role-playing and 
war-gaming hobbies. In the past, these 
groups have watched each other take 
lumps from church groups or from anti¬ 
militarists. It is time to put aside our dif¬ 
ferences and work to save the endangered 
species that binds our groups together: the 
lead-based miniature. 

There are currently bills in both the U.S. 
House and Senate that will, if passed, 
destroy the lead-based miniatures indus¬ 
try. The bill in the House of Representa¬ 
tives is number HR5372. The bill before 
the Senate is number S2637 and seeks to 
amend the Toxic Substances Control Act. 
Both the original Senate bill and this 
amendment are meant to limit danger to 
the environment by reducing the amounts 
of lead available as pollutants. Pertinent 
excerpts from the Senate bill follow: 

Section 402, Subsection 9: "(a) General 
Restrictions—Except as provided under 
subsections (b), (c), and (d) of the section 
[Note: These subsections refer to certain 
alterations to the bill that the EPA Admin¬ 
istrator may apply after the bill is passed], 
beginning on the date that is one year 
after the date of enactment of the Lead 
Exposure Reduction Act of 1990, no per¬ 
son may manufacture, possess or distrib¬ 
ute in commerce any of the following 
product categories: . . . [ Category ] (9) Toy 
and recreational game pieces containing 
more than 0.1 percent of lead by dry 
weight." According to an aide of Senator 
Reid of Nevada, one of the bill's main 
sponsors, there is an amendment to this 
bill that would be added after "dry 
weight." It will read: "Exceptions to this bill 
will be collectable figures that shall be 
used for display. There will be warning 
labels attached to or printed on the pack¬ 
aging of these objects." I should emphasize 
that this is the preliminary wording and 


may not be the final form of the text that 
appears in the bill. 

Lead miniatures are made of a lead/ tin 
alloy that is at least 60% lead. Several 
alternate compounds may be used, but 
few if any are desirable. Pewter is gener¬ 
ally triple the price of lead. Plastic has the 
dual problems of permitting very limited 
detail and requiring large amounts of oil 
used to release the figures from the molds. 
Zinc is even more toxic than lead and is 
harder to work with. Epoxy or resin is 
brittle and has difficulty holding detail, as 
well as having the frequent problem of 
bubbles in the casting. None of the alterna¬ 
tives are good ones. 

What can you do to stop this? You can 
let your senators and representatives 
know that you don't feel that miniatures 
are a frivolous use of a "toxic substance," 
and that you don't approve of the inclu¬ 
sion of Category #9 in the final Senate bill. 
This can be done by signing a petition 
against this inclusion. Be sure that you are 
over 18 if you sign the petition, or you can 
sign and have a parent co-sign in support 
of you so the senators can see that parents 
support the position of their children. You 
can also write or call the congressmen 
named later in this article. When you 
write or call these senators or representa¬ 
tives, be polite and concise; do not ha¬ 
rangue or harass. These men look for 
input and are willing to compromise, as 
shown by their amendment. Last but not 
least, contact others who may not know of 
this bill so they can respond. These people 
include local hobby shops, other gamers, 
and diorama and model builders. Every¬ 
body has to get involved to make a 
difference. 

The Senate bill was produced by the 
Committee on the Environment and Public 
Works. Currently, sponsors of the bill 
include Senators Reid of Nevada, Moyni- 
han of New York, Lieberman of Connecti¬ 
cut, and Mikulski of Maryland. 
Subcommittee members working on the 


bill include Senator Reid (the author of the 
bill and chairman of the subcommittee) 
and Senators Balkus of Montana, Lieber¬ 
man, Jeffords of Vermont, and Warner of 
Virginia. To reach the subcommittee, you 
can call: (202) 244-6176; to reach individ¬ 
ual senators, call: (202) 244-3121 and ask 
for the senator by name. Before calling, be 
sure you know exactly what you want to 
say and say it politely. Know the number 
of the bill, and be prepared to answer any 
questions the aides may have. House inqui¬ 
ries should be made to Rep. Thomas 
Lugar. 

My opinion in this matter is that Cate¬ 
gory #9 should be struck entirely from 
Senate bill number S2637, and that any 
reference to hobby material should be 
removed from House bill number HR5372. 
While the threat from lead poisoning to 
the environment does exist, much more 
serious threats exist from products such 
as paint, old waste containers, pipes, and 
even tire weights. 

If we request that hobby materials be 
exempt from these bills, a responsibility 
rests with us. We must make sure that 
none of the lead used in miniatures ever 
gets into our nation's landfills or gets 
buried where the lead can leech into the 
soil. If you ever want to get rid of your 
figures, they should be sold or given away 
rather than tossed in the trash. Broken 
figures should be fixed rather than dis¬ 
carded out of hand; if they cannot be 
fixed, they should be turned over to a 
local recycling center for disposal. Large 
armies may be given to schools or local 
clubs for use in displays, in teaching, or 
for gaming by people who want to use the 
figures correctly but can't afford them. 

We can make a difference in our envi¬ 
ronment, but we shouldn't have other 
people's ideas shoved down our collective 
throats. Everyone needs to respond with 
his own opinion; it is hoped that we will 
prevail. If, by the time you read this. Cate¬ 
gory #9 has been withdrawn, please send 


104 DECEMBER 1990 





your thoughts in anyway so the senators 
and representatives know that we do not 
want this category added to any future 
bills. If you have any questions, call me at: 
(708) 336-0790; or write to: Ship & Soldier 
Shop, 55 Maryland Ave., Annapolis MD 
21401, U.S.A. 

Without further ado, we slip into the 
holiday spirit with some reviews of 
products that are fun to give as well as to 
receive. 


Reviews 


Miniatures’ product ratings 

* 

Poor 

** 

Below average 

*** 

Average 

**** 

Above average 

***** 

Excellent 


Black Dragon Pewter 

c/o Gallow Pewter Sculptures Corp. 

166 N. Franklin St. 

Hempstead NY 11550 

#616-Witch 

Last month, we presented two pieces of 
pewter sculpture from Black Dragon Pew¬ 
ter. This month we review another of its 
pewter miniatures that is not necessarily a 
gaming piece. This piece was designed and 
sculpted by Cindy Sudano and presents a 
slightly different perspective on a common 
theme: the witch. 

This witch figure is done in 54-mm scale, 
dressed in a long, flowing robe that 
reaches from shoulders to ground. The 
sleeves billow out and are wide and bell¬ 
like, having a well-defined gap for the 
inner sleeve with arm and wrists visible. 
The dress has a small V neck with a pen¬ 
dant visible. The dress spreads out in 
pleated folds after being cinched by a 
braided rope belt with frayed ends. 

The figure also wears a long cape that 
stretches from shoulders to feet. On the 
back of the cape is a raised full moon with 
a face that seems to change expressions. 
The witch's hat is wide brimmed and has a 
faceted glass jewel. The figure carries a 
straw broom as if sweeping; on the top of 
the handle is a faceted glass ball. Her hau¬ 
ls long and straight, and her face is that of 
a young woman. 

The figure that I received is fine in the 
sculpturing department but seems to have 
some production problems. The mouth of 
the witch seems to vanish or develop a 
cleft, depending on how you turn the 
figure. A cat appears between her robes 
and cape, but the head of the feline is an 
unrecognizable blob with an unfilled neck. 
There is some pitting and areas that obvi¬ 
ously didn't fill; there is also a lack of 
detail on the witch's hands. 

I called Black Dragon and talked to 


Cindy Sudano, who stated that they had 
just started using new molds, and I had 
probably received a figure made with the 
old mold. Just before press time, I re¬ 
ceived a new figure that was molded 
much better and was well worth its $16 
price tag. 


Geo-Hex 

609 N.E. Schuyler St., Unit #1 
Portland OR 97212 

GSFF series —Farmfields 

Last month we dealt with the advantages 
of using Geo-Hex's Forest Floors (GSFL 
series) in miniatures games instead of 
trying to move miniature troops between 
standing model trees. This month we 
cover yet more ground from Geo-Hex, 
which has introduced the next in its series 
of terrain reproductions, Farmfields. 

These simulate the rough grain fields seen 
in modern or historical country settings or 
on agricultural planets in SF settings. 

Rough terrain can impede the movement 
of troops in miniatures games by as much 
as 50% (depending on the rules used), 
allowing defenders to gain more shots 
against slow attackers. 

Geo-Hex Farmfields are printed on the 
rough side of feltlike material. This felt 
acts like Velcro when used with Geo-Hex 
and it grabs most other types of terrain. 
The crop rows are set down on the mats 
in different directions, so there is no 
smooth way through them except for the 
paths that border the fields and wander 
throughout. The rows of crops are also 
flocked so they give a plantlike feel when 
you rub your hand across a mat. The 
usable part of each mat is 12" x KM", 
unless you wish to use the outer section as 
a farm boundary. These fields also come in 
a version that has gray hexes superim¬ 
posed so the mat can be used for games 
like FASA's BATTLETECH® game, though 
these mats have more value for historical 
or individual figure fights. The BATTLE¬ 
TECH game has few modifiers for rough 
terrain unless you're using tracked vehi¬ 
cles or infantry. 

If you plan to pick these up for BATTLE¬ 
TECH games as anything other than extra 
scenery, these are not a good buy. If you 
play different time periods and different 
games, these mats are still expensive at 
$5.95 each ($6.95 each for the hex-printed 
Battlescape format) but can lead to some 
interesting variations in your game. 


Thunderbolt Mountain 
Miniatures 

P.O. Box 37024 
Cincinnati OH 45222-0024 

Thunderbolt Mountain 
Miniatures 

70 Harcourt St. 

Newark, Nottingham 
UNITED KINGDOM NG 241 RF 



1002 —Sorceress at Sea ****i/ 2 

1004 — Anti-Paladin 

Thunderbolt Mountain continues its 
ambitious plan of new releases with three 
pieces for December, two of which are 
featured this month. Both are in 54-mm 
scale and are made of lead. Neither are 
standard gaming pieces unless you use 
them as giants, but they would not fit any 
standard giant profile. They are, however, 
perfect for the expert painter or diorama 
builder. 

"Sorceress at Sea" is a piece directed at 
the serious adult collector. The miniature 
comes in four separate parts. The base is a 
1 3/8" circle that consists of a sea-floor rock 
pile with part of a serpentine body 
wrapped around it. The surface of the 
base is covered with a variety of detailing 
castings such as plants, a starfish, shell¬ 
fish, and an open oyster with a pearl. Part 
two is the rear third of a sea serpent with 
large feathery fins. When you assemble 
this piece, note that the tail can fit to the 
base in two different ways and still look 
right; the tail should face forward with the 
fins up. Part three is the front third of the 
serpent, which should be attached to the 
base so that the serpent twists up and 
faces back toward its tail. The serpent's 
head reminds me of an aquatic dinosaur 
The sea sorceress is part number four, a 
one-piece casting. Her hair is just longer 


DRAGON 105 









Jabba’s Place (West End Games) 


studded cheek guard and large ram's 
horns. His eyes stare out malevolently, 
blending with the sneer on his face. The 
upper torso is covered by a breastplate, 
and his shoulders and abdomen are cov¬ 
ered by overlapping plates with shoulder 
guards that protect the neck. His loins are 
covered by plates and chain mail that 
extend to mid-thigh. His boots are also 
made of flexible plates. 

The anti-paladin's arms are bare except 
for large bracers, and his legs are bare 
from mid-thigh to the tops of his boots. 
Veins and muscle detail are good and 
clearly visible. The price is right at $8.50. 

I suggest that you trial assemble these 
miniatures before applying any glue. I 
cracked the left leg of my anti-paladin 
figure by attempting to bend the leg so its 
peg would fit into the hole in the base (I 
applied just a bit too much force). 

I also advise painting both of these fig¬ 
ures before assembly. They are designed 
so that you can get an excellent job with¬ 
out having to worry about overlapping 
pieces. I highly recommend both of these 
figures as gifts or special displays. As a 
parting note, please enclose $1.50 in the 
U.S.A. for shipping and handling; Ohio 
residents should include 5.5% sales tax. 


West End Games Inc. 

251 West 30th St. 

New York NY 10001 

WEG 40310 —Jabba's Place **** 
In West End Games' STAR WARS®: the 
RPG, one of the best-known villains is 
Jabba the Hutt. This STAR WARS set, sub¬ 
mitted for review, consists of seven hu¬ 
manoid figures and one very large Jabba 
the Hutt. The figures were produced for 
West End by Grenadier Models and are in 
25-mm scale. They are made of a slightly 
harder lead than usual and are thus a little 
more brittle than other lead figures. These 
figures are not made to be altered, so be 


careful not to break the figures in 
handling. 

Figure #1 is a Twi'lek, a humanoid race 
with flexible tail-like appendages coming 
out the back of his head. The figure has 
muscle bands on the appendages. He is 
dressed in overlapping robes with an 
inscribed and decorated breast plate. The 
face is puffy, with ridges over the eyes and 
a double chin. No bare skin is visible ex¬ 
cept for the face and hands. 

Figure #2, the Quarren, is also totally 
robed except for his hands and head. 

There is no ornamentation on his robe 
except for a woven belt. The left hand of 
the figure holds a blaster pistol and his 
right hand is positioned as if warding 
someone away. The facial features include 
tentacles and a triangular skull. My figure 
had flash between the arm and cape, with 
light flash around the head. 

The Nikto figure wears a cloth cap with 
a rear veil, padded armor jacket, pants, 
and gloves. The figure is in an alert posi¬ 
tion with a pole arm in his left hand and a 
leather belt with a sword in scabbard 
around his waist. Laced boots come up to 
his knees. The face has overlapping folds 
of flesh with slitted eyes and floppy trian¬ 
gular ears. The body has good detail, but 
this might be obstructed by heavy paint. 
The facial detail is also good but not as 
deep as it could be. 

The Lando figure is wearing smooth 
armor with a decorative breast plate. He is 
completely covered by armor or clothes, 
except for his eyes and the middle of his 
face. His helmet covers his head down to 
the neck and has a brim. His back has a 
ribbed vest with criss-crossed belts. His 
weapon is an electronic pole axe held at 
the port arms position. There are mold 
lines on the leg. 

The Oola figure is an exotic dancer with 
no military hardware. She wears gauzelike 
clothing with straps on thigh and knee. 
Tight clothes cover her upper body and 
legs; her back is bare. She is a Twi'lek, so 


Anti-Paladin (Thunderbolt Mountain) 


than shoulder length and flows to her left 
as if being blown by a strong wind. Her 
face has a stem, determined look, with 
high cheekbones, large eyes, and a partly 
opened mouth. Her left arm and hand 
stretch out almost straight from her shoul¬ 
der; her right arm is down with palm 
facing up. The rest of her body is bare 
except for a loincloth-type arrangement, 
secured at her waist by a chain belt and 
being blown to her left in the same way as 
her hair. The figure's proportions are 
good, neither over- or underdone. The left 
leg is bent slightly as if mounting a step; 
both feet are on the rock formation. The 
only problem with this miniature is the 
slight filling needed at the base and an 
alignment problem with the serpent head 
and base body. The figure is worth its 
$9.50 price tag. 

Figure #1004, "Anti-Paladin," comes in 
three pieces. The base, part one, is a sim¬ 
ple rectangle measuring 60 mm x 38 mm, 
a flat surface made to resemble a stone 
floor with most of a six-pointed star show¬ 
ing. In the center of the star is a covered 
brazier or pedestal. Part two consists of 
the anti-paladin's hands clenching a two- 
handed sword at the handle and blade. 

The sword is plain with oversized guards. 
This piece gave me a problem, as the arms 
to which the hands attach are slightly too 
far apart. Carefully figure out where the 
arms need to be, then slowly and gently 
bend the arms to their proper positions. 

The body, part three, is by far the most 
interesting and is also a study in contrasts. 
The figure is wearing a full helmet with 


106 DECEMBER 1990 








she has head appendages. There was a little 
flash on this figure and some mold lines. 

The Ephant Mon has a broad, flat face 
with tusks and a domed skull. The entire 
body is covered with a coarse, large-curled 
fur from shoulders to cloven hooves. The 
figure carries two blades strapped to his 
left side that, according to the sheet, are a 
vibroblade and a normal sword. There 
was some flash between the legs, but no 
other problems. 

The Gammorean figure is broad com¬ 
pared to the other humanoid figures. The 
figure has bare skin from shoulder to 
glove and from below his groin to the 
sandals on his feet. His hands are covered 
by gauntlets. The rest of the body is cov¬ 
ered by a jerkin with a leather belt. He 
wears a soft protective hat, and his face is 
broad, flat and shovel jawed, with teeth or 
tusks showing and a baleful glare on his 
face. He holds a vibroaxe over his head as 
if getting ready to swing down. There was 
flash along the axe handle, along with a 
raised mold line; mold lines appear along 
both sides of the figure. This one needs to 
be cleaned up. 

Last, but not least, is Jabba. He reclines 
on a raised stone platform 60 mm x 26 mm. 
The platform has lines dividing it into 
blocks; sculptured stone heads with serpen¬ 
tine features extend out from three sides. 
From the top of the platform extends an 
armrest. Several throw pillows are present; 
Jabba's parasite/companion, Salacious 
Crumb, rests against his master's bulk. 

Jabba the Hutt measures just over 68 
mm long from tip of tail to useless left 
arm. His reptilian eyes are fairly well 
detailed but shallow. His mouth is smaller 
than suggested by Galaxy Guide #4 from 
West End, but the flaps and folds of blub¬ 
ber are fairly right if a bit shallow. His 
arms are the right proportion as per the 
book and pictures, and his hands are 
folded together. The only problems with 
this figure are that it is too small com¬ 
pared with other figures, and the base 
needs work to make it presentable. 

This set has additional play value. Only 
one figure has an obviously modern 
weapon, which allows you to use all the 
figures, including Jabba, as a chaos-type 
fantasy-races camp or with some stat 
modifications, as an off-race camp in 
AD&D® games. Collectors will have to 
work to get this set to collector status, but 
the price of $12 is worth it. 


GHQ 

2634 Bryant Ave. South 
Minneapolis MN 55408 

#211 —H.M.S. Victory 
(100 Gun) * * * * 1/2 

During the mid-18th century, Britain had 
not yet earned the title "Queen of the 
Seas." Instead, she was involved in an ever- 
widening series of clashes with both Spain 
and France as each side fought for control 
of the seas and for the safety of their 


H.M.S. Victory (GHQ) 


nations and their colonies. Total victory 
would allow the victorious nation to bring 
her cargo from the outlying ports with 
fears only of natural disasters or pirates. 
The wealth from cargo helped pay for 
further exploration and more military 
forces. Much of this wealth also went to 
building floating fortresses with as many 
as 130 main guns and three or more 
decks. 

The most famous of these British three- 
deckers was the subject for this miniature, 
the H.M.S. Victory. The Victory was built in 
1765 and updated three times in her lifes¬ 
pan to keep up with advances made. By 
today's standards she was small, at only 
226' in length and a beam of just short of 
52', but packed into this ship were 102 
guns ranging from two 68-pound car- 
ronades down to 12 pounders on the deck 
(Note: "Pound" refers to weight of shot that 
cannon could handle. It set the standard for 
British gun size in World War II). It was in 


this form that the Victory served as Admi¬ 
ral Nelson's flagship at Trafalgar in 1805. 

GHQ's miniature of the Victory is a 
multipiece kit. It consists of a highly de¬ 
tailed stern quarter that includes scrolling 
windows, window panes, and molded-on 
rear railings. The body of the ship has 
three rows of gun ports with support belts 
separating them. Stepladders for boarding 
are faithfully engraved, as are most chan¬ 
nels, railings, and deck gratings. Four 
cannons are visible on the deck. The bow 
even includes the figurehead, recognizable 
under a magnifying glass as a lion. 

Included in the sails and mast group are 
a mainmast, a foremast and mizzenmast 
molded with sails billowing, and furled 
lower sails. The spanker is separate but 
only needs two drops of glue to be at¬ 
tached to the mizenmast. The bowsprit is 
a separate piece—but it is also the source 
of one of the few faults in this model. The 
bowsprit is not molded as per the illustra- 


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the Gamekeeper 

a good gam*?* shop 


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DRAGON 107 













Blue Ardua (Lance & Laser) 
tion. You must build the trailer and cross¬ 
spar it yourself. The brace may be made 
by taking one of the number tags on the 
sails and cutting it in half lengthwise. Glue 
this plate on the end of the bowsprit, 
joining the boat and the number side 
towards the bow; glue it so the short side 
is parallel to the water. Then take a piece 
of thin, solid core wire. Strip the insula¬ 
tion from the wire and cut the wire into 
three pieces, one 5/16", one 5/8", and one 
3/8" long. The short piece is glued to the 
front of the plate, pointing towards the 
water; the second piece forms a spar 
about halfway down the first half of the 
bowsprit; the third piece is placed halfway 
up the end of the second half of the bow¬ 
sprit. Don't be afraid to leave a small glue 
bubble on the spot where the spars join 
the bowsprit. Painted, these blobs look like 
hardware. 

With the anchors and detailed lifeboats 
that include oars, this is an impressive 
miniature. Fully 3Vi" end to end, it is a 
good model for either dioramas or use 
with Avalon Hills WOODEN SHIPS & IRON 
MEN™ or FGU's PRIVATEERS & GENTLE- 
MEN™ games. With a little work and by 
following the enclosed rigging instruc¬ 
tions, this ship will be worth far more 
than its $7.50 price tag. 


Lance & Laser 

P.O. Box 14491 
Columbus OH 43124 

TALISLANTA T-004- 
Blue Ardua ****i/ 2 

Recently I was given several packs of 
TALISLANTA figures by Lance & Laser for 
review. I was just a little lost as all I knew 
for certain about the TALISLANTA game 
was that it didn't have any elves in it (see, 
people do read ads) and it was made by 
Bard Games. I searched my store inven¬ 


tory and came up with the Chronicles of 
Talislanta for background information. 

The figure pack submitted for review 
contains two Blue Ardua. The Chronicles 
defines the Ardua as a species of former 
avians in the process of devolving into a 
race of land dwellers. There are two spe¬ 
cies: the smaller Green Ardua, and the 
larger Blue Ardua. These Blue Ardua 
figures measure 32 mm from feet to eyes, 
so they are either very tall or out of scale, 
with very tall being more probable. Both 
figures have thin, bony arms joined to the 
wings that extend from the wrist to the 
waist. Both have thin, protruding chests 
and muscular legs. Their heads have fea¬ 
tures that look like a combination of mon¬ 
key and bird, with beak and all. Each 
figure has a crest that stretches back from 
where human ears would be. 

Figure one stands with his arms raised 
straight over his head and his wings fully 
extended. In his hands he grasps a strange 
pole-type weapon with crescent-shaped 
blades at each end. These blades are 
lashed to the pole with rope or vines, and 
the central part of the pole is wrapped 
with the same material. The figure wears 
a cape that is draped from his shoulders 
and is secured by a ring clasp anchored to 
his breast plate. The breast plate is a skull 
of some sort held by a leather strap that 
joins to his belt, then drops over a pair of 
shorts held up by a chain belt. He wears 
smooth pullover boots that leave his claws 
exposed. 

Figure two has the same skull and 
clothes, but these are not quite as fancy. 
Attached to his belt is a water jug and a 
quiver with several arrows. Unlike the 
other figure, this figure has heavy-duty 
laced boots with fringes. This figure also 
has a small loaded crossbow in his right 
hand. His left arm reaches almost straight 
out from his body, and in his left hand he 
clutches a crescent-shaped two-edged 


blade. His mouth is open; you can almost 
hear a screech of defiance. 

Both of these figures are made of a very 
soft lead. One bent when I dropped it, but 
the figure did not break when I bent it 
back into shape. There was very little flash, 
and the mold line was well hidden. Even 
the wing feathers were good. This package 
also has the extra benefit that it could be 
used as bird people in AD&D games, mak¬ 
ing a nasty surprise for your party. They 
are worth their $2.70 price tag. 

Ral Partha Enterprises, Inc. 

5938 Carthage Court 
Cincinnati OH 45212 

11-414-Chimera ****i/ 2 

11-410—Firbolg 

The chimera is an all-around bad apple 
in an AD&D game setting. Its dragon, lion, 
and goat heads make it a formidable oppo¬ 
nent on land, while its large dragon's 
wings allow it to "drop in" on a party. This 
is one of those creatures whose appear¬ 
ances are best kept rare. 

This chimera miniature from Ral Partha 
comes as five separate pieces. Its wingspan 
is just over 95 mm tip-to-tip, though the 
dragonlike wings are not fully extended. 
The wings have obvious and well-done 
vein, bone, and muscle structures. 

The main body comes on a rectangular 
stand with molded details of plants and 
ground. The chimera's back half is that of 
a goat, complete with cloven hooves and 
short, wiry hair. The front half is of a 
snarling lion with teeth exposed. The lion's 
mane is layered in rows, the fur standing 
almost straight up. The monster's front 
right paw is taking a swipe at something, 
and the left is hovering over a plant. The 
wings jut forth from the back through the 
rear of the mane. 

Also coming out from the mane are the 
heads of a goat and a dragon. The horns 
of the goat go straight back across the 
head, with the ears parallel to the horns. 
The goat's beard is bristled, and a hateful 
look is on its face. The dragon's head is 
turned forward; its scales are well molded 
with large belly scales and ridged spine. 

The pieces needed some filing to fit 
correctly and to eliminate the few gaps 
that appear. You need to do some careful 
fitting, but the figure is well worth the $6 
price tag when you are finished. 

The AD&D Monstrous Compendium 
defines the firbolg as being the most pow¬ 
erful of the giant-kin due to its natural 
intelligence and considerable magical 
ability. Firbolg are over 10' tall and weigh 
over 800 lbs. They have a clan society and 
operate in hunting groups. 

The firbolg comes in a single-figure 
package. The figure has substantial weight 
(I know it's made out of lead) and size: 52 
mm from base to top of head. This com¬ 
pares to about 28 mm for a normal fighter, 
so the figure is just short of 12' tall in 
scale. His shoulders measure about 22 mm 


108 DECEMBER 1990 









Chimera (Ral Partha) 


Firbolg (Ral Partha) 


across, about 5 x h' in scale. The figure is 
posed with his legs spread slightly, his left 
arm bent with left thumb hooked into his 
belt, and his right hand holding a 56-mm 
sword point down in the ground. The 
sword is double edged and two handed 
(for the giant), with a leather-wrapped 
handle. The firbolg's face almost resembles 
that of Santa Claus, with a well-trimmed 
beard and mustache (though the firbolg 
figure has very little forehead and has 
brows that stretch out almost level with 
the crook of his Roman-looking nose). The 
muscle detail on his arms and legs is excel¬ 
lent and comes close to matching the 
illustration in the Monstrous Compen¬ 
dium. His body is covered by an animal 
hide that covers from mid-thigh to his 
right shoulder, leaving the left side of his 
hairy chest exposed. A studded or jewelled 
girdle is worn in place of a belt. His feet 
and shins are covered by fur boots se- 


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cured by leather straps. 

There was no flash on this entire model 
except for a small piece on the tip of the 
sword pommel. It is a model that I would 
highly recommend to anyone doing hill or 
mountain campaigns. The only thing I 
could say to Ral Partha is that it needs a 


female firbolg figure for a family or clan 
meet. The figure is well worth $6. 


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